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  #41  
Old 02-07-2008, 04:52 PM
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Quote:
Originally Posted by Grendel View Post
There is a scenario producer that no longer gets my business because of the shinanigans performed behind the scenes with "Special" roll players.

Scenario Producers please keep the game on the field. If you are trying to do something in a game and for some reason you decide to "do stuff" off the field you are going to annoy a large portion of your players. We come to your game to play "Paintball" and we want to play paintball.
grendel, without giving away too much about the individuals invovled, can you explain this a little more?? you have my curiosity as i am sure you do others. what happened with this??

it almost seems like i remember something that happned in a scenario that was conducted in a parking lot, but its probably not related.

anyway- i'd love to hear the story behind your experience.
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  #42  
Old 02-07-2008, 05:25 PM
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dream missions:

a modern setting with a feasible plot and realistic objectives.

in a 24 hr. game, hand out say 8 complex missions before hand. let the generals decide on which ones are priority. throw in smaller regular missions on top of that, like we are all used to running. i would like to see generalship evolve from just handing out mission cards, and be more about real plotting and srtategy.

missions should be diverse in nature. holding an objective for 20 minutes becomes monotonous when you have to do it all the time. so does runnin prop missions. but well mixed with a interactive stragetic purpose, they become a enjoyable and integral part of a game.

i would like to see some stuff like:

make the missions realistic. eliminate "god mode" props and players. instead, focus on making the realistic props more realistic and game oriented.

complex missions that rely on the completion of other smaller missions. i.e. go to point A and recover a missing part of said device, then go to point B and hold for 20 mins and set-up said device. give out all these complex missions at the beggining and let the generals decide which ones are priority and when they would like to complete them. no time limit but the game itself. this adds some real interactivity and planning strategy.

summary: more intricate missions that make leadership actually have to plot and coordinate. missions that allow for some real player interface.

another interactive example: tanks cannot progress over 1/3 of the field untill a fuel cell recovery mission is completed. when the mission is completed, let the tanks roll wherever for say, 3 hrs. with a 15-20 min penalty for elimination. or, recover a ordinance cache to allow for l.a.w. rocket use. make the general choose who and when to divy out the law cards. this puts pressure on the serious player and keeps them motivated to complete the mission due to the reward. what i guess im trying to say is, reward missions with tangible elements. stuff the player can see and use on the field. points are cool, but boring.

summary: physical rewards without having to make invincible players or alter game structure.

options are cool. drop cards that give the leadership options to move thier respawn or place a forward command center.
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Last edited by havokrooster; 02-07-2008 at 06:18 PM.
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  #43  
Old 02-07-2008, 05:27 PM
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What /\ he said....... Just add dancing girls, beer & we can call it a great weekend.
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  #44  
Old 02-07-2008, 05:54 PM
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Originally Posted by CamoJester View Post
What /\ he said....... Just add dancing girls, beer & we can call it a great weekend.
Ah, that sounds like a project for Skeeter!
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  #45  
Old 02-07-2008, 06:04 PM
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Quote:
Originally Posted by havokrooster View Post
missions:

a modern setting with a feasible plot and realistic objectives.

in a 24 hr. game, hand out say 8 complex missions before hand. let the generals decide on which ones are priority. throw in smaller regular missions on top of that, like we are all used to running. i would like to see generalship evolve from just handing out mission cards, and be more about real plotting and srtategy.

missions should be diverse in nature. holding an objective for 20 minutes becomes monotonous when you have to do it all the time. so does runnin prop missions. but well mixed with a interactive stragetic purpose, they become a enjoyable and integral part of a game.
Did you check out my post about the Viper RTS format?

On a side note, wht you might not realize is that the missions in the basic scenario format are called out, as they are, with the intent of creating well-balanced firefights. If the red team is sent on a patrol, you can bet that (if the scenario director kows his butt from a hole in the ground) there is another blue unit of comparable size either on an intersecting, conflicting, or parallel patrol. If the blue team is sent to take and hold, the red team has a unit coming to attack the objective, patrol through it, or take and hold the same objective. Without this sort of structure the firefights are often unbalanced. Not as much fun for the five reds, or the fifty blues that ran over them.

The problem arises when "run and gun" players refuse to take missions and attempt them. The red team has no one to send, the fifteen blue players end up patrolling unopposed, which is horribly boring. Had the red team shown up for their countermission it would have been fun for BOTH sides.
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  #46  
Old 02-07-2008, 07:01 PM
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Quote:
Originally Posted by ViperScenarios View Post
Did you check out my post about the Viper RTS format?

On a side note...
i think the set up is cool. and i have seen the circumstances you have mentioned in a few games. some of those games actually having to be modified to compensate during play.

i understand the balance a producer is creating. not to bias the field and to keep engagements fluid and fair.

i guess the point i was trying to make is, give us more interactivity. give us more complicated and diverse missions with outcomes that are seen on the field as well as on the scoreboard. leadership needs to lead, not be a secretary handing out cards. we need to be forced to make game altering decisions and plan real stragetic measures and countermeasures on the field. we want tangible, usable, rewards along with points. most of the stuff i had mentioned has been done before, i am sure.

i am positive a balance can be created to allow the producer to maintain a steady balanced game and allow for the player to be and feel more of a piece of the game and not just a mindless drone holding 20 minute objectives for 2 days.

i like the format you have created. especially with the bases.
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Last edited by havokrooster; 02-07-2008 at 07:12 PM.
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  #47  
Old 02-07-2008, 07:51 PM
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Well, I've also been eager to advance scenario in the ways you talked about. Joe at Sherwood is hoping to have a wireless net up by the date of my Viper Invitational Paintball event, and I'll be integrating that into my events up there. I plan to run laptops with printers and have the mission cards print out ready to go. The missions will be multi-faceted and the mission outline (no longer just a small card) will include a map, and places for the ref to sign off on as segments are completed.


Our VIP event will also feature more complex missions. An example would be that they must send out a large unit including one of their field agents, a computer engineer, and a communications tech. They must rendezvous with an informant and the agent must get info from him concerning a satellite uplink that matches the one being used by the terrorists. THEN they must go and acquire the unit, THEN they must proceed immediately to a local communication center (may be occupied by enemy forces) and have the computer engineer hack into the system there. THEN the communications tech must link the uplink unit into the system and connect to the satellite and overwrite the information uploaded to the satellite by the terrorists.
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  #48  
Old 02-07-2008, 08:52 PM
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Quote:
Originally Posted by havokrooster View Post
i guess the point i was trying to make is, give us more interactivity. give us more complicated and diverse missions with outcomes that are seen on the field as well as on the scoreboard. leadership needs to lead, not be a secretary handing out cards. we need to be forced to make game altering decisions and plan real stragetic measures and countermeasures on the field. we want tangible, usable, rewards along with points. most of the stuff i had mentioned has been done before, i am sure.

i am positive a balance can be created to allow the producer to maintain a steady balanced game and allow for the player to be and feel more of a piece of the game and not just a mindless drone holding 20 minute objectives for 2 days.
exactly... ever wonder why generalling is looked upon with less enthusiasm than a prostate exam? its boring. you come to play paintball, and instead you sit in a netted area running coms and handing out cards. it sucks, and like rooster said, there needs to be more reward on field... aspects of the game reacting to missions completed... etc etc. not just points. we the players want tangible results.
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  #49  
Old 02-07-2008, 08:57 PM
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Quote:
Originally Posted by crooked butt doctor View Post
grendel, without giving away too much about the individuals invovled, can you explain this a little more?? you have my curiosity as i am sure you do others. what happened with this??

it almost seems like i remember something that happned in a scenario that was conducted in a parking lot, but its probably not related.

anyway- i'd love to hear the story behind your experience.
Nix I'll definitely give you the full story at Blanding in person.

This is a well respected producer with many followers here on PBjunkie and I do not want to start a fight between parties. I have great respect for the producer and we had a very nice discussion when the problems became unbearable for me. His handling and what I thought was how things should be handled did not mesh very well at all. I think he is wrong and he thinks I did not have valid enough points so essentially discussion ended there. I decided that we had to many differences in what is important and I was no longer willing to spend my several hundreds of dollars a year on his events. No real hard feelings I just choose to use my money where I feel I get more bang and fairness for my buck.
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  #50  
Old 02-07-2008, 10:59 PM
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Quote:
Originally Posted by CamoJester View Post
"mighty axe of fury".
Does that increase your Charisma and give you more attacks per turn......mmmYes...

Are you going to switch to your "Epic Axe", or explosive arrows?

I'm going to equip myself with a little "FOUR WHEELS OF FURY!" "DID YOU SEE ME LAY DOWN THE LAW? " I AM THE LAWGIVER"!

YouTube - WoW tacoma toyota commercial

I love the dude that says "There are no Trucks in WOW".....

All I can think of is that hilarious Toyota Tacoma commercial.

Brings me back to my Baldurs Gate days. Man I was such a D&G junkie!

But I must agree, D&G does not belong in Scenario PB events....
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