..,,, , no matter how ‘mil-sim’ an event is and how realistic the command structure is it’ll never truly work .......,,
Everyone has their own definition of milsim. From playing in the woods to fully orchestrated door kicking. That means games have to cater for everyone, and players have to recognise people are different
Example ; again last year NAE a guy called Woodie is team leader for the others on more than one occasion I saw him tell players to go to point XYZ on the site to do this’n’that and I heard more than few head off muttering about “Bollox to that I’m going to ABC he can shove his XYZ !”
I can see 3 people who are/could be at fault, (I don’t know the specifics of the example so now it’s Commander Billy at an ABC event.....)
Its the players fault. Don’t walk off muttering to yourself that you won’t do the task you just accepted, let the commander know what type of thing you want to do - or that you don’t want to be sent to do anything, you’re just interested in wandering around and finding your kind of action
It’s commander Billy’s fault. Leading is not about bossing people about, plan for different players and ask what they are after - do they want a sneaky mission, a fire fight, to be told what’s going on generally or to be told nothing, then they can do their own thing and you can allocate tasks to those who will want them
Its ABC events fault - They need to understand their customer
A ‘big game’ or Scenario is not about opening up the whole of a skirmish site and putting more players onto it. Standard mini games can’t just be scaled up.
The worst case is one big battle with a front line that may be nearer to one side of the field than the other. Plan to have firefights, objectives that must be gained at one point but don’t have to be defended / held forever (eg award points for capture or holding at set time points, then have different objectives at different times in different places)
Keep game flow moving - but do make sure there are good firefight opportunities
Have multiple objectives - whether at set times or things to find / do at any time (ideally both)
The Commander can set some plans, can hand out missions to fit the players looking for missions. Specific objects can be searched for by scavengers or secret missions behind enemy lines - to gain an advantage or build a super weapon. General objects can be collected by anyone who spots them, this can be just plastice bottles with coloured ‘toxic chemical’ water etc and is a balance for anyone who just wants to wander around shooting people, they can pick it up or ignore it. Have them sent back to base etc - players can hand them to others heading back if they are super ninjas that never get eliminated. Pile them up at base camp, then have Marshall’s count and put them back in field to be found again
For Scenario paintball I can construct a game design around a site, select from my various rule sets (and make up a couple of new rules to try out), and plan how to manipulate the game. *
For Airsoft it’s a different matter. There are similarities but also differences, I don’t know the player mindset enough, I’ll leave that to others who are out there enough to have an idea what is and isn’t going to work for airsofters opening their wallet to play
* I think I can still do that!!! We haven’t run a full scenario for a few years and are going to go back to a ‘basic’ classic scenario one day game this year. Ask me in October how that turns out!