Have you ever Written a scenario?
Posted 23 August 2010 - 07:19 PM
I just wrote one today for the first time. I'm not quite sure if I wrote too much/not enough missions.
I'm more curious about the missions and special abilities than the storyline.
If you wouldn't mind sharing them with me I would be very thankful.
Thanks in advance,
The "Suicidal Ref"
Become Elite. Don't Cheat.
Posted 23 August 2010 - 08:48 PM
Posted 24 August 2010 - 01:34 AM
Me: "Alright, this is your mission. You are to make your way to the radio tower (White fort). Your General must stay in that location for 10 minutes in order to call in the airstrike. Failure to complete this mission will allow enemy reinforcements much easier access to the battle field."
The players: "Whoa! There's gonna be an airstrike!!! That's sooo cool!
Me: No, there won't be an actual airstrike. That would destroy the field...
The players: So, why do we have to hold it if there's not gonna be an airstrike...
Me: For points. You get points.
The players: Ooooh, ok. *they proceed to completely ignore the fort during the battle*
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Posted 24 August 2010 - 02:36 AM
At our original field, it took over a dozen scenarios, over the course of more than a year, to get the usually crowd experienced enough to start handling two-phase missions (get item A at place B & take and hold at place C), but since we are now at a new field, with less experienced players, we are back to the simple take and hold or supply drop type missions again.
As scenario paintball has devolved into more "big game" formats - you are better off concentrating on fewer missions, strategically placed on the field to generate the most action. Your players will have a much better time and spend less time scratching their heads trying to figure out what to do (critical thinking skills seem to be in very short supply nowadays).
Posted 24 August 2010 - 03:11 PM
Posted 24 August 2010 - 07:36 PM
But really, at my field people really like the "capture point A to receive bacon" idea, but nobody really goes for the props. Even when they do, the props have no significance other than points. In my opinion, props should offer a few points, but their real value should be in a strategic advantage that is gained by the team who gets the prop (ex; the activation codes to a teleporter, which was a prop in a previous big game at my field and allowed safe travel for players between two locations on the field).
This post has been edited by HOUND1: 24 August 2010 - 07:36 PM
Posted 24 August 2010 - 10:27 PM
alot of the soldiers like it mainly because they had a chance to shot some officers and vice versa
but it was rejected by Lt. Col. Hammer...it would have just been a huge pain to organize.
This post has been edited by Down Range Pain: 24 August 2010 - 10:27 PM
"Victory is a very dangerous oppertunity" --General Andre Beaufre