Scenario paintball

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Thousands of scenario players listen to the opening comments of the game's producer before playing in a 24-hour scenario game

Scenario paintball is a type of paintball game that adds a specific theme or story to the paintball game. Themes vary widely, including re-creations of historic battles, popular movie themes, holiday themes and more. The general rule for being a "scenario" is if players or teams are pretending to be something other than paintball players, the game is most likely a scenario.

Almost all scenario games are also "big game" style events, designed with hundreds or thousands of players involved. The games offer extended play times, anywhere from 6 to 48 hours. Players that are eliminated with a paintball hit may return to the game after a pre-set period of time, giving players a chance to be part of the action throughout the event.

Scenario games are almost always objective-driven in regards to scoring. Each team must complete a series of missions to score points. These may be simple "capture the flag at this location" missions to elaborate missions involving props, multiple locations, interactive non-player characters and more.

Large-scale scenario games like Oklahoma D-Day and Skirmish Invasion of Normandy attract huge crowds. These events may last days (As at the Skirmish game) or longer (a week-long event at Oklahoma D-Day). Most events are 1- to 2-day affairs, with 6-18 hours of actual game play.

To further enhance the theme of a game, field locations may be named for important story locations, and props of various sorts are added to the game. These may be objects that players collect for points, or even vehicles that take part in the fighting, like paintball tanks. Players may don costumes specific to the theme, such as historic military uniforms or other costumes.

Scenario events are usually planned far in advance, both by the event "producers" or fields, and by the players themselves. Players may form large, lasting networks of players and teams that play together year after year in a specific scenario. These organizations help plan game strategy and direct their groups on the field and offer a level of organization beyond the basic 2-sided team play.

Like all forms of paintball, scenario paintball has a very good per-capita safety record. Due to longer play times, heat-related injuries are one of the more common injuries in scenario paintball. Many players often carry 1- to 3-liter water bladders, allowing players to drink water without removing their safety masks, to combat heat and dehydration.

Contents

[edit] Gameplay

"German" team players stand ready to guard their base

[edit] Types of Scenarios

Generally there are four types of paintball scenario events. The "role play" scenarios use the GSRP rule system and tend to use movie, book or video game themes. TAW Scenarios, BlackCat Paintball Productions, Viper Paintball Productions and Wayne Dollack are among the promoters using this format.

The "mil-sim" scenarios use the landstrade scenario rule system and tend to use historical themes or modern military themes. Mad Ivan's Scenarios, D-Day Oklahoma and Tactical use this format.

The "big-game" scenario is generally a red vs. blue game open to large groups. This format usually does not have a main theme. Instead, the teams involved bring their own flavor to the game. The MI big game and West Point big games use this format.

The "scenario tournament" is normally missing a theme. The scenario teams will compete in a wooded area in preset and timed events. UWL and Scenario Paintball Player League use this format.

[edit] Objectives

Players are divided into 2 or more teams. Each usually has a designated leader, often simply referred to as a "General" that directs the team's actions and communicates with the scenario staff. These leadership positions are often filled with noteworthy people from the paintball industry, including staff from popular manufacturers. Some Hollywood celebrities have also tried their hand at paintball leadership, most notably William Shatner, whose charity-based "Shatner Ball" game attracted many players.

Each team usually has a location on the field designated as their base of operations, or command post. This is usually a defensible location with multiple bunkers.

Missions may be delivered to the team leadership via radio, delivered by sealed envelope, or even pre-determined prior to game time. Completing missions earns points for the team. Victory is usually a straightforward matter of collecting more game points.

Eliminations usually have no effect on scores. When a player is eliminated, he or she checks in at the team's dead box and awaits the next insertion window (usually about every 15–30 minutes). In this way, eliminated players are never out of the action for long.

[edit] Player roles

Many scenario games add special roles to the paintball game. Some are strictly for the story line, describing the player as part of the group he or she is portraying. A player may be almost anything to fit the storyline, such as a rebel, an angry villager, a scientist or more. These roles have no effect on how the player plays

Some roles have special game abilities that assist their team. For example, a player could be a demolitions expert, medic, pilot or spy. These roles offer the player a chance to perform additional tasks on top of shooting opposing players. For example, a medic player may be able to "heal" a certain number of teammates that have been hit by a paintball, returning them to the action that much faster.

When a player starts the game he/she is in some games issued an identification card. Players may not be permitted entrance to the CP without this iD. Some cards also indicate the player's role in the scenario. Often, players enter scenario games purely for this role-playing aspect. Players are not required to play a role in the game, but those that accept a role may be provided with specific goals to accomplish in the game.

An important aspect of role-playing scenario games is that while missions win games, role-players develop information about those missions that gain more points.

This role-playing aspect extends off the field as well, and it is common for players to be "in character" both on and off the field for the duration of the game. Role-players often negotiate with other teams for props and information, and even attempt to get opposing players to defect. For role-players, the event may start before the game as they talk with other players on internet BBS/forums, perform character research, make phone calls between teams, and assemble costumes. These pre-game activities may start weeks or months before the first paintball is fired.

[edit] Fields

Fields are normally much bigger than standard woodsball fields. Fields can range from a few acres to over 100 acres. Fields are normally in the woods, in remote locations. Most fields have larger brush areas with paths for tanks and easy access. Some fields, however are not deep in the woods. DFW Adventure Park in Roanoke, Texas host 4 major games a year on 250 acers. Operation: Market Garden being the largest in Texas with about 500 players a year. D-Day Adventure Park in Oklahoma host three major events every year, including D-Day with 4,000 players. Every year Camp Blanding, in Starke Florida has a large scenario game of about 3,000 players. Camp Blanding is a MOUT facility that is an urban military training site. It has many buildings that show off the high points of scenario paintball.

"Fuel Barrels" as props at Skirmish USA's Invasion of Normandy paintball scenario game.

[edit] Props

In most scenarios props are incorporated to enhance the fun and role-playing aspects of the game. Typically these props are small, simple in make and design, clearly identifiable, and serve a specific purpose. Conventional examples would be a small wooden box, labelled “EXPLOSIVES,” or fake money used as currency between different sides during the game.

Props almost always have specific rules written about them by the scenario producers. For example, rules pertaining to the aforementioned box of explosives may specify that only specific role-players (such as demolitions, engineers, etc) of the game may handle or operate the prop, and that if taken to the enemy base the prop may be used to “blow up” their base thus eliminating any players inside.

Some props are randomly strewn about on fields for players to find, turn in to their base, and earn their side points. Often scenario producers will write missions for each side to retrieve or defend a particular prop from a specified spot on the field. For instance, at EMR’s Castle Conquest XXI big game, in which 200 defenders defended a three story castle against upwards of 800 attackers, the removal of any four (out of ten) props from the castle resulted in victory for the attackers.[1]

[edit] Final Battles

During the last few minutes of the game, a scenario producer often stages a climactic "final battle." These battles, while not necessarily important for points, are a fun way to end the match and allow players to let off some steam by engaging in a pitched battle after hours of what is often slower play.

[edit] Equipment

Not all, but many scenario players prefer military simulation, or "Mil-Sim" style gear, choosing equipment that emulates real military gear in form and function. It is not uncommon to see elaborate costumes, paintball rocket- and grenade-launchers, radios, electronic bugs, and other props built especially for the game.

Mil-Sim markers are not the only markers used. Standard paintball markers are often used, although some brightly colored models make it more difficult to remain hidden while using them.

Because players are on the field for many hours at a time, they generally pack more gear than they would in a regular woodsball game. Players may carry a large number of items, including maps, ID Cards, smoke and paint grenades, night vision systems, radios, and water. Vests emulating those worn by law enforcement and military personnel may be used. Because scenarios tend to be played in the woods or in a mix of woods and buildings, camouflage jerseys and pants are often worn.

Although some paintball players use markers that bear only a passing resemblance to real guns, scenario players generally prefer more realistic-looking paintball markers like the Tippmann A-5, Tippmann X7, Tippmann 98 custom, Tippmann Alpha Black/Bravo One, BT 4 Assault, BT 4 banshee, BT 4 SWAT, Smart Parts SP-8, the Kingman Spyder MR series, Ariakon SIM4, Gameface Recon E5, WarSensor WG-47, BT TM-7, and the BT TM-15. Apart from look and feel, most who use this style like the fact they can use a sling or holster to keep their hands free. In addition, this style of marker will have the mounting rails for lights, red dots, scopes, and night vision optics that may be used in night play. Paintball pistols, like the WarSensor WSP, Ariakon Overlord, Tiberius 8, and sometimes the more realistic pistols such as the RAM Combat, RAM X50, RAM P99, and RAM Desert Eagle are often carried as backup guns.

SPECIAL WEAPONRY are real or fictional devices used as weaponry.

Many are home made and must be inspected for safety and approved by the Producer of the game. Some require special rules and that all the referees must know how and when they will be used.

It is important for players to attend the Game Briefings where they will be told about Special Weaponry that will be used and the rules for their use.

Tanks: Paintball scenario games may include Armored Tanks the players have to interact with.

Motorized Tanks (Heavy Armor) has to stay on designated roads or very short mowed grass and players are required to stay 10-20 feet from the motorized tanks for player safety.

Walking Tanks are man powered tanks. (Light Armor) They can go anywhere they can safely walk on the field.

Tanks are typically armed with Nerf cannons and paintball markers.

ANTI-TANK WEAPONRY: Hand held, portable Rocket Launchers are used to eliminate tanks but can also be used for demolition to destroy bridges, bunkers, and other objectives. Called RPGs or LAWs and fire Nerf Rockets or 'shotgun' cannisters with up to 20 paintballs at once.

Variants of Rocket Launchers are used as Mortars and Artillery.

OTHER Special Weaponry.

Land mines, IEDs, and booby traps that spray paint when activated.

Satchel Charges to blow up tanks and structures. Toss it and hollar BOOM!

Hand Grenades for anti personel and can disable Light Tanks.

Carpet Bombing, Artillery Barrages, Tactical Nukes, Space Based Particle Weapons, etc. are fictional weapons and used once per day usually as a weapon of last resort to prevent a base being over run. They are Field Coordinates called by the General that will eliminate ALL players within a large radius such as 200 feet. The refs inform the players within that radius that they are DEAD.

Electro Magnetic Pulse weapons. Handy for eliminating Cyborgs. Whatever, you can imagine that is SAFE to use. Again, EVERYTHING has to be approved in advance.

[edit] Teams

There are many scenario paintball teams that attend various events throughout the world. Teams may be informal, playing for the recreational value of the scenario game, or may be more competitive. Play styles and player types vary greatly, since the pace of scenario games offers opportunities for a wide variety of athletic levels to participate.

[edit] See also

[edit] References

  1. ^ Norman, Dave. "Castle Conquest XXI" Action Pursuit Games Sept. 2006: 70-72, 104-105.

[edit] External links

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