Scenario Reffing Manual 2008
FOREWORD

Scenario Reffing Manual 2008
by Thumper 10.02.2008

Hey all - last year I started working up this manual on PBJUNKIE.com pulling contributions from all over the web. Credit is given where credit is due. This effort is far from complete, but it is high time to get the data organized and printable.

Last Revisions : 11.3.2008
sections:

Reffing Night Play
Grey Areas

Last Revised : 10.15.2008
sections:
ZONE REFFING 101
ROAMING REF 101
PROP REFFING 101

TABLE OF CONTENTS
SCENARIO REFFING BASICS SCENARIO REFFING ADVANCED
Scenario games : What are they Spies : how to deal with them
Referee : Definition Biased homefield reffing
Customers : Who are they? Drunk and/or Wasted Players
Field Preparations Reff's Radios : do's and dont's
1 week before the game

Reffing Night play

1 day before the game Grey Areas
Game On  
Paint Checks The Safety Briefing
Bunkering Spawns - Reinsertions - Medics
  Laws, Tanks, Satchel Charges..
Mission Reffing 101 Artillery, Air Strikes, Nukes and Bio Weapons
Base Reffing 101 Helicopters & Recon Planes
Zone Reffing 101 Boundaries
Roaming Ref 101 Overshooting
Prop Reffing Heat & Adrenaline
Player Reffing 101 Common Cheats
  Common Confusing Areas

 

 


Scenario games :
What are they, and how are they different from big games, mass games (by Thumper)

Scenario games : What are they, and how are they different from big games, mass games, big rec days?
By John "Thumper" Edens - with contributions by Jet (Team BeBop) and Severe (Team RATS) ......
1.13.2008
-------------------------------------
Looking back into scenario paintball history, one can't avoid arriving at the doorstep of The Survival Zone and Wayne Dollack's crazy ideas. If you have ever played there, you know what a scenario game is - he defined it. To capture what one is in nutshell - you would have to start with "Why" -- People like to get emersed in a story - to take them as far away from reality as possible. Wayne's games normally had a redrawn map with theme specific locations, theme specific props and special weapons, theme specific buildings, theme specific missions, theme specific characters for his cast of role players. He would get dressed up and into character for opening ceremonies - as would a few of his partners. Even his proshop would turn into some odd alien landing craft. And the opening ceremony was a small play to help the players get "into character" and into the story.

I recall playing along side Ben Torricelli, Ken Rosenberry, Hammer, White Feather, Mother, Packman, Blitzkrieg, Mayberry Marauders, SC Roadkill, Marshall Law.. From these seeds Wayne's idea spread across the nation.

A mass game, or big game, may have a theme name and a special map - but otherwise is just an excuse for a bunch of ballers to gather and play on a large scale. (The word "scenario" is often misused.)

While each type of game may have missions, in scenario games some of the missions themselves drive the story line: recovering the keypad for the nuke, the files from the Alien Autopsy, etc. Big game missions tend to be rigid and set, examples would be Take this objective by 0900, this objective by 0930 and so on.

The line between mass games and scenario games becomes pretty confused as the players begin taking on roles themselves, and as the scenario game producers take a few short cuts in their preparations.

From a scenario refs perspective : you are a member of the cast. The producer is relying on you to help the player/customer stay "in character". Likewise there are frequently special rules for the application of the WWII recon plane, Vietnam Huey, Alien BIO Weapon, Nuclear Device... (and the list goes on). There are also players and role players who will really get into the story. As a ref, you must know how the special rules apply, know how to handle the role players, and know when to ask for help.


Referee :
Definition, Types & Associated Responsibilites (by Grendel)

What is a referee or judge? (by Grendel 01-08-2008)

* A Referee or Judge is a person who has the inherent authority to make decisions about proper play and conduct in paintball. A Referee is to be neutral to the outcome of an event and their primary concern should be based on the safety of the players and spectators involved.

What types of referees are there in a scenario?

1. Head Judge
2. Mission Referee
3. Roving Referee
4. Chrono Referee
5. Base Referees
6. The Producer (as having the final say on areas not defined)
7. Zone Referees

What are the specific responsibilities of these types?

Head Judge: has the responsibility to coordinate the events referee staff to ensure adequate coverage for the smooth and safe event. Is responsible for making decisions for events not specifically covered in the written rules.

Mission Referee: has the responsibility to ensure the spirit of the game/event is followed and to be a resource for the players to understand and complete missions. secondarily they have the same authority and responsibility of a roving referee.

Roving Referee: has the responsibility and authority to ensure a safe and fairly run game is run by the published rules. Is responsible for interpeting the written rules with the intent on maintaing the spirit of the written rules in any given situation.

Chrono Referee: has the responsibility and authority to ensure that all equipment entering or on the field meet all the requiements dictated by the published rules.

Base Referee: might need to be added since they do have a little more they are responsible for. They would be most like my description of a mission referee with the added responsibility to coordinate with the "Games Master"/Producer and each teams general to ensure the game is running smoothly and on time.

The Producer: runs the game and let the referees referee the game. If there is a need to interpret the rules let the Head Judge interface with the Producer to ensure the spirit of the game is being followed.

Zone Referee: to me is how you utilize a Roving Referee by assigning a set position to a Roving Referee as his primary area of responsibility not as a type of Referee.



Customers :
Who are the customers and how should they be treated? :

Scenario Paintball Customers : who are they and how should they be treated.
by John "Thumper" Edens -- Jan 12,2008 -- with contributions by......Jes "Jester" Sharai

The player-customers at a scenario game vary greatly in experience and temperment. From locals who are looking for a big day at their field, to novice family groups checking out scenario ball for their first time; Groups of friends from out of town who like to gather from time to time just to play; The increasingly popular traveling scenario team and the unassociated field owner and his group of regulars, (who should be given special care to thank in person for closing up and attending...).

Every player-customer deserves to be treated with courtesy and respect. Many have paid out hundreds of dollars in gas, hotels, paint, food, unpaid vacationtime, entry, and all the very expensive gear. It really adds up. The field and it's reffing staff, in most cases, is largely responsible for the overall experience (and safety of the customer)

Frequently the big events are about raising brand awareness, or showcasing the field for new customers and hopefully turning them into loyal repeat customers.

Your job as ref, regardless of the task, is to showcase the professionalism and courtesy the field owner hopes you will, and exceed the player-customer's expectations through competence in your work, respect, professionalism, courtesy and keeping the players SAFE. Safe play is paramount to every situation on the field. In many ways you are setting the stage for the next event the players will attend.


Field Preparations :
what items should be addressed on the playing field that the refs may want to tend to in the weeks leading up to an event. (theme prep, ground hornets, bees, wasps, snakes, nails, boundaries, objectives, bases, doglegs, chronies, floors, dead trees, briars, garbage, trash containers, stump holes, fire extinguishers, burn barrels, open fires, fire wood, camping, parking, first aid kits, first responders, on-field transport, medical emergency plan, radios, flash lights, cylume sticks, hole punches, water coolers, atv's, air horns, bull horns, stage, signs, chrony calibrations, communications plan)

Scenario Reffing : Field Preparations : what items should be addressed on the playing field that the refs may want to tend to in the weeks leading up to an event. (theme prep, ground hornets, bees, wasps, snakes, nails, boundaries, objectives, bases, doglegs, chronies, floors, dead trees, briars, garbage, trash containers, stump holes, fire extinguishers, burn barrels, open fires, fire wood, camping, parking, first aid kits, first responders, on-field transport, medical emergency plan, radios, flash lights, cylume sticks, hole punches, water coolers, atv's, air horns, bull horns, stage, signs, chrony calibrations, communications plan)

By John "Thumper" Edens
1.22.2008
with contributions as noted.

In the weeks leading to to a big game, it is time for the field owners and reffing staff to look at their field with a VERY critical eye towards safety. Soon many players are going to be playing, night and day, in a more intense fashion than the average recballer does, and they will assume the field is ready for play - and safe to play.

It is also time to think along the lines of "what could go wrong.." and then what can I do to prevent it?...or to minimize the possibility?.

Boundary Rope : The field whould be roped at waist high all the way around the property to help players know what is, and is not in play. When running ths rope, try and avoid inward doglegs that would allow players to shoot over out of bounds areas. Try and keep the rope straight and level. One way to do this is to stretch the rope long and straight and anchor it in two point 100 yards apart, and then use shorter lengths of string (stringers) every 50 feet to help hold the long rope up at waist height. 3/8" yellow nylon line holds up pretty well over time. When running the boundary rope take some neon flaging tape with you mark any hazards you find on the way (especially barbed wire).
If the barbed wire must stay on the field, flag it heavily or rope it out of bounds..

Pointy Things : Once the boundaries are in place, go through your list and cut and remove all old fallen barbed wire. Look over all structures with a critical eye for nails sticking up, sheet metal edges, steel rods etc and get them odd the field, or hammered down and safe. Wooden pallets and wooden spools are good example of places for rust nails.

Dead Falls : As you walk the field, look for dead trees. If they are dead, rotten and gonna fall - now is a good time to drop them. Get someone familiar and experienced to do this (if you are not). Frequently the tops of such trees break off as they fall, and these are lethal.

Rot : If the floor has holes or rot - now is the time to replace or repair it. If it wiggles, fix it.

Handrails : Look for places where a player may need a hand rail - and make sure there is one. If it wiggles, fix it.

Slippies : In castles, towers, etc odds are there is accumulated paint goo and shell. A 5 gallon bucket of sand (or bag of concrete sand) would help some. In a pinch, a large piece of cardboard works.

Stump Holes : It is impossible to get them all, but when you do encounter one, take a moment to fill it with logs and branches in the area. Sand is better.

Briars, Thorn trees and wait a minute vines : If you see some thing in a high traffic area that looks nasty - chop it and remove it.

Stingies : If it stings : kill it. Seriously : kill all wasps, hornets, bees, ground hornets etc you can find. Look carefully under stairs, and on ceilings and corners in structures for wasps. The field should have a few cans of hornet spray on hand at all times: just in case - especially in ths summer time.

Safety Signs : It is a nice feature to have signs on the field with arrows pointing back to the staging area. In a pinch a few laminated 8.5x11 neon sheets of paper work well.

Old Objective signs : as you walk an old scenario field, odds are there are old signs marking the name of the location. If laminated paper, remove. If wood - plan on covering up.

New Objective Signs : Every objective, base, and spawn on the game map should be marked and accurately labled on the field. Laminated 8.5" x 11" neon paper works well. Furthermore, there should no signs on the field that conflict with these. One sign per objective is sufficient. Make it obvious and clear. A good staple gun is nice. If you think you are going to use specific locations on the field for future events, it may be a good idea to nail up a 18" x 24" piece of treated plywood to mount the laminated signs on.



1 week before the game :

1 Week before the game:
By Steers of Team Section 8
Jan 21, 2008

If you are a referee or plan to be one for an event, your job starts long before the players start showing up.

Walk the field -Walk new roads, check out new structures, and be thorough in investigating where the boundaries are.

Study the map and make sure you know where everything on the map is. Players may ask you for directions or clarification - and you be able to dierct them.

If you are a zone ref, study your zone and make sure you have no questions about anything in your zone and neighboring zones. -- By walking the field and studying the objectives, you will gain an understanding of the field in general. In most scenarios, referees handled certain zones of the field. If you find an area that you like, then know that area like the back of your hand and the players will love you for it.

Start getting your legs ready -Start out by walking a mile at home. Be sure that you have comfortable shoes and that they are broken in. If you are new to reffing, it a must for you to go and ref a few recball games on the weekend and talk with the experienced refs. If you are an experienced ref,
it is important to be at the field on the weekends to prepare the new refs before the scenario.

Read the rules -Probably the most important aspect of scenario ball. Understand the capabilities of the role player cards. Satchels, Medics, Demolitions, Engineer, Sniper, etc..., each has its own set of rules. There are many cases when you see a player throwing a satchel at a bunker with a player behind it. The rules state that the player is only allowed to use satchels for building and tanks, there fore it is important to call that player neutral, explain the rules, and put him/her back in the game. Be sure to ask the producer or head referee any questions about these props and their capabilities on the field.

Listen to the head refs. These guys have a wealth of knowledge and address the grey areas of paintball that are not listed in the rule book. Listen, and they will put a head on you that will help you assess the situation on game day.

DMMasta 01-21-2008 adds: IMO, also if at all possible... play the field (or at least the area) in which you will be responsible for... people will accuse players of blind fire(or something like this) and you can then adress it by saying ive played that spot and know that there is a hole to see through or something like that. ALSO, playing the field gives you an easy way of putting your self in the players shoes, the questions that you ask yourself in your head... are the ones that the players will ask you during the scenario


1 day before the game :

Scenario Reffing : 1 Day before the game
by Steers
Jan 21, 1008

Ok, nothing has changed since you heard you were reffing a week ago and if you have just been recruited, then you need to catch up and follow the guidelines from "1 Week before the game". Before the day of the game, you need be sure to have these important items:

*Water/Gatorade
*Watch
*Extra change in socks
*Flashlight
*Some kind of snack
*Two pens (for signing off on mission cards, etc)
* Radio to connect to ref channel

These items will keep you hydrated, fed, and active on the field and are important in a scenario game.

Before the day is over, be sure to walk the field one last time and check any last additional roads or structures.

Meet with the head ref and clear your duties with him/her. If you have studied a specific area of the field, volunteer to hold it the next day.

Meet with the producer and remember to ask any question concerning the missions or props.


Game On:

Game On:
By Thumper : 10-07-2008

*******T minus 30 minutes *******

HEAD REF: Your base refs must be at the base with radio, and everyone knows the start signal. Make sure the generals have all the tape they need and let the base refs know the rules for TAPE. (I like pink and blue 1" flagging tape worn on the mask on the front with a minimum of 6" showing in the front.) Every player must chronograph before they play.

HEAD REF: make sure your zone refs know their zones. Do a radio check to all zone refs. Double check chrony process.

HEAD REF: make sure your base refs and mission refs all have watches and all know "official game time" and how and when the missions will be issued and who'se watch is the official time.

*******T minus 10 minutes : *******

ZONE REFS: BE AT YOUR ZONE.

PRODUCER & HEAD REF & BASE REF & ZONE REF : radio check.

BASE REF: START SIGNAL - 1 MINUTE WARNING - Ask the producer the start signal. and ask for a 1 minute warning.

*******T minus 1 minute.*******

PRODUCER : Signal 1 minute warning across ref channel - ask for all base refs to verify they got the message.

BASE REF: Inform the players in the area "1 minute!". Look for players sneaking out too far to the edges for a running lane. Get out in front of the players so they can see you. hold your hands up. Turn the volume up on the radio to max. hold it high.

PRODUCER : Start on Time : The Players have paid and traveled and paid some more to play your game. Start it on time. Give the players no reason to be late that could remotely be construed as your fault (especially : registraction, chrony line). Then start the game on time - even if the players are not ready. I know you may have planned this beautiful opening battle that requires exactly 200 players - and plans are made to be destroyed. No delays. No exceptions. It is OK if the players are not ready. Start it anyway.

NO FALSE STARTS : Try your best for a clean start and try your best to NEVER have a false start. This isnt a tournament with 5 guys to call back. Even if it is a bit unclean, it is still clean.

 

Paint Checks

Paint Checks
by Mr. GQ 02-07-2008

When Reffing, you may not ever hear your name, but you will certainly hear players calling for a paintcheck. Sometimes on themselves, mainly on other players. So that your legs don't die from running back and forth as opposing players yell for paint checks, here are a few tips...

For a base of knowledge, a paintcheck is called for when
A.) a player has been hit, but cannot see or touch the area to confirm if the ball broke. Usually, top of the head, back, or upper chest area.
B.) a player thinks they have hit their opponent and the opponent did not call themselves out. As a player, when calling for a paintcheck, be as specific as possible with where the ball broke (podpack, leg, back, etc.)

As a ref it is our responsibility to investigate paintchecks for the benefit of the players.

There are two styles of paintcheck, to keep things lined up, general and specific.

1.) when doing a general paintcheck, you are simply keeping an eye on the players and observing whether or not they get marked. The tough part here as a ref is to not "bird-dog" the player, particularly in woods-ball as sneakiness is a significant part of the game. The best way to still be effective and keep the players happy is to set yourself a good distance away (10 yards or so) and scan the entire area as if no player is there and to focus more with your eyes than your head when you scan over the player. The principle behind this is to move your head, but look with your eyes. Otherwise, the opposing players will notice where you (the ref) are focusing (staring) and zone in on the opposing player based on your posture as a ref.
This idea of not bird-dogging the player is nearly thrown out the window when the player is already located by the opposing team or is out in the open. However you should still be mindful of your posture regarding the player.

2.) In a specific paintcheck, you are asked to check on a player for a potential mark. The best way I've seen this done, is to get in, look over the player, and get out quickly. Thereby, minimizing the amount of hits that you will take. Feel free to move the players jersey or clothing to the side to get a better look, particularly baggy jerseys will overlap and cover actual hits. Podpacks with empty slots can also be a spot for hidden marks. Giving the player room to maneuver, as they are still a "live" player unti they or you call them out, is also something to consider.
A tip here, if a player has a potential mark, and doesn't give you much room to investigate, for instance if there is a suspected mark on the chest, but the player is lying down to target their opponents. Ask them to roll to a side or crouch to give you a better view, if their bunker permits. You should be as thorough as is reasonable to ensure that the player is either marked or clean.
Another tip here, after you've paintchecked a player, keep an eye out when they move to their next bunker as you may get a better view of the area when the player changes position and repositions behind a new bunker.
Lastly, not exactly a paintcheck, but to help out players...When a player has received a great deal of splatter, but no direct hit, as a ref you can move in and call the player clean and wipe splatter from the mask, etc. if the player would like. This can be a touchy area so be certain that you watched the ball break on a solid object and splatter onto the player before moving in to clear the splatter. Also, ask the player if they would like you to clean them off. We all know how distracting a smear across the lenses can be if the cleaning was done in haste.

THUMPER ADDS: When we used to ref oldschool woodsball tournaments the following was the technique we used: "
There are two types of paintchecks - the first is where the players is taking a lot of splatter and is dug in. In this case, call "The Player is Neutral" move between the player and the enemy and hold you arms up to provide a shield for the player and have then stand and turn. If clean, you can tell them to either run or to get back down in their hole. Then yell "The Mans Clean" or "Mans eliminated" and "Play On!!"

The other type is an instance where you may have seen something, and want to check it. Run to the player in question and tell them "keep playing - you are not neutral " and then avoid the field of fire and check the player without stopping play. Then yell "The Mans Clean" or "Mans elliminated" and "Play On!!"

If you feel sneeky and want to get even with abusive "paintcheck calls" feel free to go paint check a tree or pine cone and then call "player clean".

GRENDEL ADDS : "Do not call players neutral for a paintcheck unless it is absolutely necessary, most of the time you can do a "drive by" paintcheck, let him know what you are doing, be thorough and not disrupt the game. Both players will appreciate the effort. .. Be LOUD when you make a call and use hand signals. This helps prevent confusion."

 

Bunkering and Drive bys :
the novice vs ubergat, novice lock-up, the planned mutual.

Bunkering and Drive bys : the novice vs ubergat, novice lock-up, the planned mutual.
By Mr. GQ 1.23.2008
with contributions as noted.

From a reffing and playing standpoint, Bunkering may be one of the hardest aspects of the game to get correct. The main culprit is the time interval in which it takes place. From the time player A leaves their bunker with the intent of bunkering, to the end of the play, usually only lasts 1-3 seconds. Combine that with the imbalance of numbers of players relative to numbers of refs, and ref positioning comes into play significantly.

Bunkering is when one or more players rush at another player who is protected by his bunker with the rushing players intent on getting close enough to minimize their risk of exposure until the last second and changing their angle of attack to gain the elimination of the protected player. Usually at within point-blank range (more typically within inches.)

From the ref's perspective, anticipating such a move
and getting in position is key.

Anticipate the Play: Keep in mind who is playing and how they are playing. The more aggressive style player will more likely be the attacking player. It is extremely unlikely to see a new player with a rental marker make this move. However, even in a mixed game with electros, semis, pumps, a pump player may make the bunkering move. Therefore, style of play needs to be the focus rather than tools of the trade. Also, watch for which physical bunker or player has been giving the opposing team a significant challenge. If one player in one bunker is keeping 5-6 opposing players at bay, a bunkering play to eliminate that player is likely to occur. Also, if the protected player is not utilizing a particular side of the bunker to keep players at a distance, an opportunity for bunkering may occur.


Warning the Attacker: It may be appropriate to tell the attacking players to "Be Nice." This is going to be a judgement call on your part. If the protected player is young or evidently inexperienced, I advocate saying this out loud. Remember as ref's our job is to keep players coming back to our sport. An aggressive bunkering with a lot of extra shots may be the ticket for that player to never come back again.

For positioning: Here's a challenge for any who have tried...You need to be in the best position possible, without giving away why you are there, and oh yeah, trying to minimize the shots you'll be on the receiving end of. Ideally, you'll want to be at an angle to see both the attacking player and the defending player clearly. This will put you in a position about 5-10 feet away and at about 90 degrees to the action (facing them helps). From here, do your best to call what you see.
Calling it: Be definitive. Call loudly which player is eliminated first, or both (though this should seldom be the case) and call the other player clean. Be mindful of the rules which are being used for the game regarding overshooting, you may need to call a player out based on the number of breaks.

From the attacking (playing) standpoint: for the sake of the game, be mindful of who you are bunkering (younger players, first timers). I'm also a fan of matching firepower. I know you've got that brand new ShoDMPMIONPMREGOETEKcker and you got it to have the firepower you need. However, if you know that your opponent is pumping away, be mindful when you bunker them, 1 or 2 shots will usually send your challenger to the dead-box. Also, if possible to make sure you get the correct call from the ref, do a 180 degree spin once you've made the move. That way, any late shots will be blatantly on your back and a decent ref will acknowledge that and leave you in the game.

From the defending standpoint: the 180 degree spin is helpful here as well. This player has the advantage of being posted in a static position and has a more accurate shot than the attacking player, however he lacks the element of surprise. Also, the number of shots taken should be considered an not be excessive.

The Mutual: This is when a player is willing to sacrifice themselves for the benefit of the teams position on the field. This bunkering move is when the attacker has no intention of surviving, but solely focuses on removing a difficult player. This should give the team a significant advantage or remove a significant risk area. The defending player can have a great number of shots from that bunker or could be forcing other players to focus on them because of where they are located.

From a reffing standpoint, an intended mutual can be relatively easy (unfortunately, you won't know it's intent until afterwards) The focus should be on whether the defending player is hit first or not. As it is likely that the attacking player will not seek cover or protection afterwards.


Spies :
how to deal with them


Scenario Reffing : Spies : how to deal with them
By Steers - Team Section8 with contributions as noted.
1.21.2007

One of the greatest tragedies in scenario paintball might be when a player has created a masterpiece in which he/she is walking among the enemy and planning to disrupt and/or eliminate important targets and the referee rats them out.

Spies are a unique aspect of the game and in many ways helps the referees understand just what one player is capable of doing. Being a spy doesn’t necessarily mean that you are allowed to wear enemy tape and hold an enemy card. In the game, especially night, one player can wreak havoc with mission teams and base security and so much depends on the cooperation and trust with refs.

Things to remember at a scenario with or without spies:

1. As the ref, you have been placed higher than the player, that is, to judge and monitor. You are expected to be friendly but mainly to be professional. This entails you not allowing any player to hear your radio chatter or giving them hints that would lead to points being taken or given on any one side. Have you ever heard of a judge telling a contestant how to win? Of course not, that is cheating and so is this.

2. At times, it is necessary for you to act quickly. When the player approaches a ref and informs him of his/her intentions, the ref must take great care in what he/she does at that point. Talking on radios risks a new ref from shooting his mouth off and not paying attention could cause the plan to fail. For example: when a player intends to barrel tag several players by slowly working up a line, as the ref, you must work quickly and diligently by removing eliminated players from the line. Thumper adds: "REF : BE READY - when the group discovers the player is an enemy all hell may break loose."

** Dead men don't talk **

3. Plain and simple, if you rat out a player because you are a base ref or referee working closely with any one side, you have cheated and cannot handle the responsibility that you have been given. If the player is doing an effective job, then let him/her do it and later congratulate them for their work. If the enemy player is ignorant, then that is their down fall and you as the ref MUST let them learn the lesson. Unless they ask about the rules, you are not to instruct in the process of their demise.

Obviously, if you hear of a player getting ready to do something sneaky, be cool about it and do not let on. The only thing that spy needs is for you to act at the opportune moment and allow him/her to do what they came to do.

In most cases, you are grim reaper and it is your job to silence players and get them out before the others know what it going on.

...Contributions follow...

Brian Odgers adds: "As a ref, during night games I'd often be a mission ref. Something I would do when I was on a mission, is tuck my chem light into my shirt hiding it from view. Nothing will attract players like a ref just sitting in some strange place for no apparent reason. I think the refs should try to treat the players as they would like to be treated. Radio turned down, no noise, limited lights... If a firefight started I'd pull the Chem light out so folks could see I was a ref..."

Traakon adds: "There is a reason why being a good scenario spy is difficult, just as in real life, everyone suspects and the smallest flaw turns you out and that flaw should be the players not the officials."

Mstrtal adds : "If a player comes up to you at night with a question or concern please do NOT shine your flashlight on them. Whether they are in or out becomes mote at this point. You shine a lite on them and you give their position away to every single player in line of site."

Grendel adds : "It is hard many times to make the necessary calls when involving "spies" in the game. It is the job of the Referees to make good sound judgement to ensure the safe, unbiased and unobtrusive calls are made. If it is between those three things when making a call always default to make the safety call over the other two. Next make sure your call is unbiased to the outcome of the game and third make your calls fairly and firmly but if you can keep from giving the "spy" away you should. Reffing is not always easy and sometime can be very frustrating but if you know the rules [all of the rules for the game] and you make your calls with some "common sense" it makes it a lot easier."

Grendel adds : "Eliminated players have to indicate they are out, that is undebatable. No one says you have to scream it though. You have to get that gun up, get out of cover, get that blocking device on, head off the field and you can call yourself out but I've never been anywhere where it is the rules you have to yell "I'm out" or "eliminated Player"...etc. What I've seen in the rules is if you SAY those things you are indicating you are out. If you are eliminated by someone beinging sneak, whether it is a spy or not, you have to indicate you are eliminated and get off the field but try to give they player who work so hard some courtesy of walking off without intentionally giving them away."

Thumper adds : Hollering "OUT" to notify friendlys of a spy in the base... Ide say likely ok according to the rules, but certainly lacking aspects of sportsmanship....A player being a dick after a clever play by an opponent always tends to violate the Spirit of the Game - even if being a dick is w/in the rules. This is why we celebrate sportmanship, integrity and comradarie over the win. This is also why we have judges (refs) so they can judge the situation.

MCB poster adds : "A good spy knows which refs to stay away from. If the staff sucks, don't even bother being a spy."

Thumper adds :
>>Examples of spy-like tricks to look for:

*** A guy delivering a pizza to a base ref for example - who happens to be an active enemy player with all the tapes showing.. pizza gets dropped near base and kablooy...(cautiously look signs that he is eliminated, or an active player i.e, visible face tape or arm band tape, visible player card -- refer to official game rules - do not give away the player when making this determination)

*** A guy with a disposable camera taking pics behind enemy lines - who happens to be an active enemy player with all the tapes showing....

*** A guy is invited in at night by your base security staff because your head of security overheard a radio transmission by the base ref stating he was on your side...

*** A guy complaining he losts his car keys and wants to look in your base...lol - who happens to be an active enemy player with all the tapes showing....

*** A spy wants to be non-threatening. Acting non-threatening isn't cheating - its part of the role the spy must play.

*** Once the player signals out in anyway - he is out, he must plug his marker, hold it up and get off the field, if not thats a dead mans walk.. (see dead official dead mans walk rules)

*** If the spy has a satchel charge and uses it - it's use must comply w/ satchel charge rules (i.e., possibly demo player card, card in satchel -- see official game rules)

*** If the spy is marked with blue tape, and you are base ref at blue base - and the spy blows up the blue base - there may be specific rules under which the player can legally have the blue tape - or he may be breaking the rules. It is your job to know the rules regarding this in advance.


_________



Biased Homefield Reffing

Biased Homefield Reffing:
By John "Thumper" Edens - 10.07.2008

As a active ref who has friends and teammates on the field playing, you have to realize that everyone by default will accuse you of showing favoritism if the opportunity presents itself. Even if you are trying to be as fair as possible, you wont get the benefit of the doubt. Below is a list fo do's and dont's that may help.

What to do: when reffing with friends playing on one side

  • When reffing your friends, be more strict on your friends.
  • Try and avoid situations where you have half yoru team playing and half refing.
  • Volunteer for ref jobs that don't have much room for favoritism (chrono, base ref, etc)
  • If picking teams, give the opponents of your friends the advantage.

What not to do: when reffing with friends playing on one side(allies): (many of these I have personally witnessed)

  • Bird dog opponent players
  • Point out opponent player's locations to allied players
  • Allow early execution of missions of either team
  • Allow early insertion of players of either team
  • Wipe an allied player (even if needed and justifable)
  • Stack teams so your teammates have the advantage.


Drunk and/or Wasted Players :

Drunk and/or Wasted Players :

Sir Rod offers this: 01-23-2008 "Alchol has no place on the paintball field. After hours drinking can be tolerated as long as the vinue allows that type of beverages. Being intoxicated on the paintball field can only cause problems for the players as well as the producer, and field owners. As we know Alcohol inhibits "critical thinking" no matter what the age of the user. Example a player on the top roof gets too near the edge of the building and "OPPS" there he goes and here comes the law suit. Not to mention the poor producer who's allowed this type of behavior to propragate."

The Boss adds: "I believe that for safety all people should be sober on the field what you do after the game is your business. As long as it doesnt bother anyone or cause a problem."



Mission Reffing 101

Mission Reffing 101:
By John "Thumper" Edens - 10.09.2008

I have found producers use one of two basic formulas for reffing mission. The first is where all of the field refs are assigned zones. Missions can be anywhere on the field. The teams that are running the mission must either take a ref from their base with them, or go find a ref to start and score their mission. Or, the producer may designate a dedicated mission ref to try and score all missions. Either way, the mission ref (or zone ref turned mission ref) needs to be knowledgeable and ready to score missions.

Typically the mission ref will need a radio, CURRENT game map, pen, and watch that is synched to official game time. (at night, perhaps glow stick and red-filtered flash light) It is a good idea to have water handy and maybe a rag or two. (Some gum is nice to help pass the time on occasion.)

Mission Cards will be headed into the field via mission teams or runners.

Protocol : Know the producer's protocol for handling mission cards. As a mission ref, you will need to know what to do with the card once the mission is started, once it fails, or once it is completed. Generally speaking, the mission team carried the card, hands it to the mission ref in the area of the objective who writes the start time, and then holds the card for the duration of the mission, signs off (whether mission completed or mission failed), announced to players in the area mission complete or mission failed, radios the mission status into the producer, and then delivers the card to the producer for verification.

Once you get the card, read it CAREFULLY. (GRENDEL ADDS : It is NOT your job to tell the mission players how to do the mission.)

Timed Missions: Many missions have a time element - i.e., hold at 3:00pm or hold for 20 minutes, or recon area. Each of these has a different time element.

Hold at 3:00pm :
that is pretty straight forward - sort of...
As a mission ref if you are at the location at 3:00pm official game time
AND at least one member of the mission team is at the location
AND the mission team leader has provided you the mission card
AND you hold the mission card at the location at 3:00PM official game time
AND the enemy does not hold the objective
AND the enemy does not have a sleeper inside the perimeter

then it is mission complete. Sign off and follow protocol.

If the mission failed, you do not have to explain why it failed.

If you are confused, use your radio. That is what it is for.

Hold for 20 minutes
again, sounds pretty straight forward right.
Question : When does the mission start : This is a common area of confusion (and inconsistency)

Answer : I think the rule of thumb should be this : the mission starts when the mission card arrives.. not when the ref arrives, not when the advance runners arrives, not when the team arrives -
but only when the card arrives
AND the enemy does not hold the objective
AND the enemy does not have a sleeper inside the perimeter.

If the ref is late, or was not there when the card arrived, the mission team leader can make his case to the ref when the card arrived. (As a player, I start a giant stop watch when the card arrives whether the ref is on-hand on not. I then show the stop watch being started to 3 players - I then send a runner for a local ref to officiate the mission. When the refs sees we have been there, established a secure perimeter, and the stop watch working with 3 witnesses, they usually go along with my suggested start time.)

As a mission ref: I usually hang close to the mission objective - close enough to monitor everything, but far enough as to not bird dog the location. If there are 20 guys holding the objective, bird dogging is not that big a concern. If it is a lone mission runner on the mission, I try hard to not give away his intentions or location - especially if he is surrounded.

As a mission ref : As the mission progresses I will casually walk past by the team leader and quietly announce how many minutes remaining without looking at the player.

For a hold mission, the mission is complete when the mission team held the mission for the allotted time
AND at least one member of the mission team is at the location
AND the mission team leader has provided you the mission card
AND the enemy does not hold the objective
AND the enemy does not have a sleeper inside the perimeter

For a "recon for 20 minutes" the same rules apply except for the last two:
AND the enemy does not hold the objective
AND the enemy does not have a sleeper inside the perimeter
recon doesn't not mean hold. Hold means no bad guys. Recon means look-see.

Mission Reffing notes :
Frequently a producer will write conflict (where both sides have the same objective) and crisscross missions (where both teams have nearby objectives that cross paths). In this case, you have a duty to be very cautious about not giving away the location or intentions of the players in the area until your presence is really needed - especially at night.
DO NOT RAT OUT the players.

Turn your radio down as low as possible while near players.
As a player, I have inadvertently picked up a LOT of great intel from a loud ref's radio while dug in running missions.

DO NOT walk off with the card during the mission. If you must leave the area, explain to the mission leader why (use judgment here), give him your name and what channel you are on so he can follow up with the producer. An option here is to return the card to the mission team leader and call another ref to the location. Dont explain why over the radio - (the bad guys may be listening)

Lay off the Chrono: Personally I disagree with using a bunch of players running an active mission as an excuse to chrono a bunch of guys. If this is needed, try and wait until after the mission and any ensuing fire fight is over.




Bobio adds (re. Chrono): "Wait until the mission is over, or simply hang close to the base and check players re-entering the game. If there's a complaint on the field regarding velocity go there then and resolve it."

Clearrush on MBC adds: "Ratting out players is one of my peeves that I constantly see new refs do, not on purpose but just not thinking about what they are doing."


Grendel adds : "When reffing scenarios the Referees need to be sure they are covering their primary duties. If you are a mission Referee you need to ensure that you are covering the area/props/players that are effecting the mission. I know sometimes this can be boring and you can hear a firefight off in the distance that might be more interesting but your job is the MISSION. There is nothing more frustrating to the players than not being able to get a mission started [most of the time a referee is needed for this] and you spend time and effort trying to track down someone.
...
No hints guys, you are the MISSION REF and your job is to ensure the details of the mission are met by the players. You are not there, you are a silent observer, it is the responsibility of the players to accomplish the mission. They turn the card over to you and are to perform whatever acts are required of the mission as deliniated by the card and the directions of their general. It is your job to observe what they do, when they do it and where they do it. If they meet ALL of the requirements of the mission you score their card appropriately and get that information back to the Games Master. If they do not meet all the requirements you still get that information back to the Games Master.
...
GRENDEL : It is NOT your job to tell the mission players how to do the mission.
...
Mission Refs - you need to be infinitely familiar with the scenario map as it is laid out for that particular game. Carry a large CURRENT map with you. Many of the missions are location specific and you need to know where to go and whether or not the mission players are in the correct location.
...
If something is unclear to you and the players, attempt to get clarification from the Games Master. If you can not contact the GM quickly use your best judgement and make a ruling to keep the game flowing. Once the mission is over note your ruling on the mission card and get it and yourself to the GM to explain so he understands. I am sure most GMs will back you up on your ruling if you let them know,even if they do not agree with you. What you do not want is to do blindside the GM later then it can become a "he said, she said" thing. The sooner he knows these thing the better he can adjust stuff on his end if he needs to to keep the game flowing and fun."


FONZ adds some common gripes about mission refs:
"...me and my squad of 3 were deep into enemy territory, we were in the woods laying down at a base right off a big open trail, and we were well hidden because if we were discovered then there was no way we would be able to fight our way out of our spot, we were litterally corned in the back of the field in enemy territory. Now to my complaint is our mission ref kept trying to talk to us, he would stand right infront of us in the open trail, beating sticks, throwing rocks, just making all kinds of noises. Any good scenario player knows on a huge feild you dont often see refs just standing there for no reason, they normally are following a team or waiting there for a mission. I asked the ref nicely many times to be quite, hide himself, etc.... worse of all, he didn't start his watch for the 20 min mission. Luckily i always do it myself so i dont always have to ask the ref and can maintain silence
...
Same game had a ref wonder off with a mission card, an hour later I found him with the card and he said "sorry i had to pee".
...
I was leading my squad of about 15 strong, we were about 20 yards from the base where are mission was located and after getting us into a opening to take a quick straight shot to the base. A young ref stopped all of us in the open and said none of us could leave till we all chrono`d. i looked on the other side of the clearing and saw a enemy and he started running, back into the woods, sure enough minutes later there was a line of 10-20 enemies lined up to get us as soon as we moved. I was trying to state my point to the ref, even asking him to chrono us after the mission, etc, etc... he would not listen. I ended up leaving my team by handing my barrel to the ref stating i cant possibly shoot hot without a barrel. I ended up sneaking away and accomplishing the mission by myself, while the squad distracted the enemies.

 

BASE REFFING 101

Base Reffing 101
by Thumper 10.11.2008

Base Reffing on the surface seems like a pretty dull, unimportant job - but in the games I've produced and staffed I always put my most experienced refs at the base.. and for good reason.. Let me explain.

GAME RHYTHM : On occasion, the producer / games master needs a way to synchronize the two armies to help keep things fair. The base refs are THE CLOCK - they establish and help maintain rhythm. Example : when the two armies are supposed to open their 1:00 orders, it is the duty of the base refs to insure this happens at exactly 1:00 official game time. While seemingly simple and trivial - when this doesnt happen, one side has a significant advantage - and this can throw off the whole game. As a base ref, official game time is critical and you are responsible for keeping the bases "clocked" to that time.

CLEAN STARTS: When the game starts, several hundred players are going to race towards key points on the field. It is more than a little important that the two armies start at the same time. This is usually done via the producer setting a certain time, the players move into position, a five minute warning is issued via radio and echoed to the players by the base refs. A one minute warning is issued via radio and echoed by the base refs. The base ref then makes sure no one is getting out too far. He gets infront of the horde, turns his radio up loud, holds his radio high and the producer/games master gives the "Game On" signal over the radio. The base ref echos this in a loud and clear voice: Example: "GAME ON!! GO! GO! GO!"

ISSUING MISSIONS: Frequently a producer / games master will use the base ref for issuing missions. In one example, the base ref will have the stack of numbered mission cards in his vest. These are to be issued on a certain interval (every 20 minutes) and the gamesmaster will radio the base refs which mission to issue - and clock the actual issue of the card. Obviously in this example, the base refs and general / XO need to keep tabs on each other as they will be working closely with each other. A good XO will help keep the base ref WELL AWARE of the time when the time to issue the next mission gets close.

Time 12:59pm  
XO to BASE REF:
"Hey Ref - I make it 1 minute to the next mission" -
XO to mission team:
"Stand by - next mission coming in soon"
GAMESMASTER(GM) to BASE REFS:
"All bases - stand by for 1:00pm - confirm"
RED BASE REF to GM:
"Red Base - standing by" - (base ref walks to XO)
BLUE BASE REF to GM:
"Blue Base - standing by" - (base ref walks to XO)
Time 1:00pm  
GAMESMASTER to BASE REFSs:
All bases - issue 1:00pm mission - number #3. Repeat issue 1:00pm mission - number #3
BASE REFS to XOs:
promptly handing mission card to XOs - "mission #3 sir"

RED BASE REF TO GM:

"mission #3 issued"

BLUE BASE REF TO GM:

"mission #3 issued"

 

Rotating Base Refs : The producer should realize that a base ref may need a few things as the day wares on. The base ref cant leave the base - especially if he is issuing timed missions. I can see rotating base refs into the field so they can see some action and to break the boredom. Rotating base refs can have the added benefit of limiting any biased reffing claims as the refs rotate.

Example of rotation schedule with a 12:00pm start, 6pm stand down, 8pm restart, 1am stand down, 8am restart and 12pm game end.

TIME RED BASE BLUE BASE ROAMING REF*
11:30am-2:10pm
Tom Dick Harry, George
2:10pm-4:10pm
Harry George Tom, Dick
4:10pm-6:00pm
Dick Tom Harry, George
6:00pm-7:45pm
---dinner--- ---dinner--- ---dinner---
7:45pm-10:10pm
Tom Dick Harry, George
10:10pm-1:00am
Harry George Tom, Dick
1:00am-7:30am
--stand down-- --stand down-- --stand down--
7:30am-10:10am
Dick Tom Harry, George
10:10am-12:00pm
Harry George Tom, Dick

* note : Roaming refs to help w/ chrono during periods leading to game starts and restarts.


HEAD REF note: One of your duties should include checking on your base refs frequently, helping relieve them for bathroom breaks, bringing them water / towels - what ever. Make sure they are on location and not wandering off. double check their mission issue procedure for consistencies and fairness.

Base Chrony : I'm a huge fan of chronying players at their base (or spawn point). The proceedure goes something like this : Locate a chrony site on the path between the players base and where they enter the field from the parking / staging area. This location should be close enough so the base ref can cover both the base, issuing mission cards and chronying players as they go to spawn. The chrony should be angled so the players do not fire onto the field. A big red chrony here is prefered for ease of use. What I have done in the last few games I ran was to place 3-4 chronys near the staging area in the hours leading up to the game so the players could chrony, and forty five minutes before the game move a chrony to each base, informing the players at the safety briefing that we will chrony at the base, and before each insertion (as they spawn). Two chrony's are left in the staging area for players to use to repair/tune/pre-chrony their markers.

WARNING : If the base is being attacked by more than just a player ot two, Ive seen situations where the players are being shot at while chronying near their base. If this type of situation seems eminent, the base ref should suspend the required chrony until the situation returns to normal. (more on hot insertions below)

Base Attack / Base Sacked / Hot Insertions / Reffed Insertions.
A base ref gets a bit of excitement when his base comes under attack - expecially a large one. Odds are, he should have some help from a roaming ref or mission ref who is following the attackers. As this happens a number of problems crop up:
1) What happens after the attackers take the base? 2) Can you shoot into the generals quarters? 3) How do you handle the spawning defenders? 4) How are missions issued if there is no XO or General to recieve them? -- Each producer may have his own answer to each of these, so please take what follows as advise and not the final answer to these problems.

One solution to a sacked base is to allow the attackers 60 seconds to sack and then vacate the base. Allow them to take any official game props, but no personal or safety items. They must then leave the base within 60 secondsand then move at least 100 yards away. Wait until the attackers have moved out of range and you are satisfied before your bring in the next wave of spawning defenders. If their are points for a base sack, call it in. If the general or XO got eliminated and their are points for that, call it in.

Can you shoot into the generals quarters? Most producers I know say no. The base is officially blown when a defender puts his foot through the door of the generals quarters. Another variation is to require a satchel charge to blow the generals quarters (and then require an engineer to repair it prior to usage). Another variation disables the generals quarters for 15 minutes. (thus having a likely effect on missions being issues).

How to handle the inserting defenders during a base attack?
First, you cant have players in the base getting shot, tagging the base, getting shot, tagging the base, getting shot. At a minimum the eliminated players should be required to leave field, or exit the base by 150 ft prior to even considering spawning. I would say that if the attackers are at maximum range taking pot shots (say 150-200ft) then keep the base spawn and base chrony open but require the players exit the field prior to chronying / spawning.

HOT INSERTIONS : Once the attackers close the distance and things get hairy it is time to close the chrony and "walk the defenders in". Once every few minutes, walk over to where the defenders are waiting to spawn. Gather the group. Inform them to keep their markers up, plugged, and to follow you. Now walk them to the most advantageous area where they wont get "lit up" as they go hot. Once there, Tell them to "pull your plugs in 3, 2, 1, GO" You can walk them into their base, behind enemy lines, or anywhere w/in 200ft of their base. Watch for enemy bird dogs. This same technique can be used if the defenders base is occupied by bad guys, just dont walk them into the base.

 

ZONE REFFING 101

Zone Reffing 101
by Thumper 10.15.2008 w/ contributions by Grendel

GRENDEL : Roving Referee: has the responsibility and authority to ensure a safe and fairly run game is run by the published rules. Is responsible for interpeting the written rules with the intent on maintaing the spirit of the written rules in any given situation.

GRENDEL : Zone Referee: to me is how you utilize a Roving Referee by assigning a set position to a Roving Referee as his primary area of responsibility not as a type of Referee.

THUMPER : In a game where the missions objectives are not known to the refs, the mission teams will be traveling to the mission objectives. Once there they will be looking for a local ref to help execute/score the mission. Likewise players will occassional pick a fight off the beaten path in the least likely place. A field needs "good coverage" of the whole field. For these reason the technique of zoning out a field and assigning refs to zones as their "primary area of responsibility" works well.

It is important that the Zone Ref cover his assigned zone at all time.

A ZONE REF become MISSION REF whey suspect a mission is in their zone. (see section on Mission Reffing 101). After the mission they return to their zone ref duties.

Zone Reffing notes : Frequently a producer will write conflict (where both sides have the same objective) and crisscross missions (where both teams have nearby objectives that cross paths). In this case, you have a duty to be very cautious about not giving away the location or intentions of the players in the area until your presence is really needed - especially at night.
DO NOT RAT OUT the players.


See the example below I prepared for a scenario game I produced that shows a field "zoned out" and reffs assigned.

  SAT 12-6 SAT 8-12 SUN 8-12
RANGER BASE
MOG BASE
ZONE 4
ZONE 5
ZONE 8
ZONE 6
ZONE 7

Mike Curtis = Ultimate
Possom
Drewcif
Little John
Scrappy
Mylan
Patric

1 ref at each base

Mike Curtis = Ultimate
Possom
Drewcif
Little John
Scrappy
Mylan
Patric

ZONE 3 - The Tower Eric &/or Wison Greg Eric &/or Wison
ZONE 1 - No Mans Ben Lowery THUMPER & DEL Ben Lowery
ZONE 2 - The Grave Yard DEL DEL & THUMPER DEL
ROAMING Larrence na Larrence
MISSION REF THUMPER THUMPER/DEL THUMPER
Player Refs

Spyderman
Brain
Sarge
Chris Greer
Black Storm (Kuzo)
Taco
Romeo Charlie (Michelle)
LOF (Toby Joe)
Castro

Spyderman
Brain
Sarge
Chris Greer
Black Storm (Kuzo)
Taco
Romeo Charlie (Michelle)
LOF (Toby Joe)
Castro
Spyderman
Brain
Sarge
Chris Greer
Black Storm (Kuzo)
Taco
Romeo Charlie (Michelle)
LOF (Toby Joe)
Castro

 

 

ROAMING REF 101

ROAMING REF 101
by Thumper 10.15.2008 w/ contributions by Grendel

GRENDEL : Roving Referee: has the responsibility and authority to ensure a safe and fairly run game is run by the published rules. Is responsible for interpeting the written rules with the intent on maintaing the spirit of the written rules in any given situation.

GRENDEL : Zone Referee: to me is how you utilize a Roving Referee by assigning a set position to a Roving Referee as his primary area of responsibility not as a type of Referee.

THUMPER : A roaming ref goes with the action - and is johnny on the spot when the major battles break out. He has the best ref job, but the most likely to get a few hits for his efforts. Unlike the Zone Ref, he is not tied to an area. But otherwise they are the same thing.

It is important that the Roaming Ref stay with the main battles and major pushes.

 

PROP REFFING 101

PROP REFFING 101
by Thumper 10.15.2008

The producer will frequently need a dedicated ref to place props on the field just prior to the game, during dinner stand down, and just prior to the game restarting. They may also have props that need to be delivered just prior to specific missions.

And In small in-house productions the producer may choose to fill the prop ref roll themselves.

In one game I played prop ref for a well know producer, I had 35 time specific "prop drop" assignments. Even with an ATV, this was a full time job; let me explain...

Get an atv w/ some sort of box that can hide what you are carrying..

The trick here is to not let the players know if you have something, what you have, where you are going, where you stopped, what you dropped, where you dropped it. and you have to be ON TIME.

I recall one game I walk playing where a prop ref comes walking out with one of Ben's "Big Bomb" on a rope dangling on his back, asking players where "Atol" is... what a nube. You think he got bird dogged by the players?....lol. Dont be that guy.

Prop ref Tricks of the trade.

  • Cover everything.
  • Do fake prop drops. (walk in and pretend to hide something away from your actual intended drop location)
  • Be sneaky.
  • Drive around the property when possible.
  • Dont be late.
  • Dont be too early.
  • Try and adhear to what the producer wants.
  • Communicate w/ the producer - but dont give away anything on the radio. (say "prop drop #14 in place" and not "Big Bomb at small bridge")


Reff's Radios - Do's and Dont's

Reff's Radios - Do's and Dont's
By John "Thumper" Edens - 10.09.2008

As a ref, you have to be able to reach the producer, head ref and they have to be able to reach you.
Here are a few tips:

If the players need to hear what is being said on the ref channel, turn up the volume, hold it high so all can here.

If the players do not need to hear what is being said on the ref channel, turn down the volume as low as possible, and hold the radio close to your head / ear.

Keep the chatter to a minimum.

Keep your radio with you and ON.

If you are confused, use your radio. That is what it is for.

Try and avoid giving away information on the ref channel that the players could use to advantage. Try and communicate some of this in person if possible.

Example of a reffing DON'T : "Hey bob, I've got a nasty firefight over here on the east road. I scoring a mission for the red team and they only have 5 minutes left. If you could trail the blues up the east road."

Instead, try this :
THUMPER : "Thumper to Bob, Thumper to Bob..."
BOB: "This is Bob - go Thumper"
THUMPER : " Hey Bob - I could use a hand up here on the east road."
BOB: "roger - I'll be there in 2 - out.
THUMPER : "Copy that. out"

Some producers like the players knowing and using the ref channel. Some do not. Know what the producers wants and try and help out.

 

Reffing Night Play

Reffing Night Play
By John "Thumper" Edens - 11.04.2008

The following tips should help the scenario ref once the lights go out..

Re-read the rules - especially those involving the requirements and exceptions related to displaying arm band tape and demolition.

Be unobtrusive. The players are working pretty hard to concentrate on where the good guys are, locate the bad guys and moving quietly. As a result, their sences are on high alert, and the adrenaline is kicking in overdrive. Try and let them enjoy the moment... Try to be still. Only move when you have to. Only make noise when you have to. Only talk to another ref when you have to. Only talk to a player when you have to. Never bird-dog a player or a mission team. Try and not give away the location of a prop, ambush or mission objective. Try and be as considerate and unobtrusive as possible - especially at night. Keep your radio as low as possible - or use an ear bud.

Spy's come out at night - be ready for anything. Creative players will try about anything to BS their way through enemy lines, or to hold on to a mission objective while surrounded, or to con an ememy out of a valuable prop or so bluff their way into the enemy base. As a ref, your job is to not hinder this play unless it breaks a specific rule. If you are sure the spy's stunt is black, make the call. If you dont know, be considerate, and personally check with the games master, quietly and in person.

Overshooting potential : There is safety in numbers, and at night frequently a horde will form and roam the field. At night it is also quite common for lone players to dig in and fog up - especially novice players. This is not a good mix as the potential is there for a wolfpack to come across a lone novice sleeper who then draws collective fire.. The main problem here is the horde can't see what they are shooting at, can't see what they hit, can't see the player try to call himself out, and can't see him trying to get out of the way. Once the lone player is identified, you MUST be Johnny on the spot and ready to immediately jump in front of the barage to stop the play and let the lone player exit.

Which way out-a-here? : Look for players wanting to leave the field and/or respawn and help them out. Walk w/ them until they are clear where the are and where they are going.


SCBrian : Disagree; instead check in on the radio. Taking time to "personally check with the games master, quietly and in person" essentially removes a ref from the field of play and in the middle of a situation that is definitely going to require a ref.

Thumper : good point.. but lets chat this one over a bit..

I've seen situations where a ref gets on the radio to ask the games master a question, and next thing you know the enemy base sends out a patrol directly towards the spy..

why you ask?
1) any ref w/ volume up and willing ears nearby
2) any dirty ref w/ radio ratting out the spy
3) dirty base ref w/ radio ratting out the spy
4) team monitoring ref's channel
5) team monitoring games master's channel

I've actually witnessed each of these egregious errors.

I would err on the side of the reffing staff being less obtrusive during the play, and let the gamesmaster make the call after the play. If the ref on the scene of the spy making his play has a 100% secure way to contact the games master then he could possibly try and make the call prior to the spy's play.. Cell phones would work - but radios are very problematic for sensitive information - historically speaking.


Examples of how to handle tricky situations:

Spy intends to blow base using tricky stunt - with all rules followed.
Reffing Solution : let the spy execute his stunt without ref interference, If base is blown (or general killed) for points, the ref should meet in person w/ games master to review the spy's stunt and games master should award or not award appropriate points. If the points are reversed, the dead general should be informed of the reversal. If the spy's stunt was too far into the black, he should be called to the games master's booth for review of where the line was crossed according to the games master's standards. Since this is strictly game play, this is a matter for the games master and the spy - not the head ref, field owner or junior refs.

Spy intends to sneak through enemy lines using tricky stunt - with all rules followed.
Reffing Solution : let the spy execute his stunt without ref interference. Once the spy's actions result in points being awarded - the ref on the scene should check in person w/ the games master the stunt the spy used and the points that resulted. The games master should then award or disallow the points. If the spy's stunt was too far into the black, he should be called to the games master's booth for review of where the line was crossed according to the games master's standards. Since this is strictly game play, this is a matter for the games master and the spy - not the head ref, field owner or junior refs.

Spy intends to con an enemy spy out of a prop - with all rules followed.
Reffing solution : don't get involved. Let them have their fun. If you can identify a specific rule that is broken, bring it to the games master's attention and pull the spy in question to the games master's booth for review of where the line was crossed according to the games master's standards. Since this is strictly game play, this is a matter for the games master and the spy - not the head ref, field owner or junior refs.


Producer / Games master note : If the spies are exploiting a particular hole in your rules and it repeatedly creates problems for the reffing staff, you may wish to clarify the rules for future games. Try and stick with the rules you have written for the game in progress (unless safety is compromised).

 

Grey Area

Grey Area
By John "Thumper" Edens - 11.05.2008

First - scenario paintball is a game - a game defined by rules, roles and objectives - and bound by sportsmanship. By the nature of paintball, our particular game is also bound by integrity. No player should ever play this game with the mindset of "it's ok if I dont get caught".

Thast said, rules are subject to interpretation. Refs are provided to enforce the rules and provide some amount of judgement. The gamesmaster is provided to make the hard calls - and set the standard for enforcement of his rules. But he did wite the rules - and if they are soft in a particular area, he should expect some players take full advantage the soft areas.

Lets work examples - one at a time.

DEAD MANS WALK-ish

Blue Player walks with his gun unbagged, unplugged, down and says he is looking for his pod. Once in position, he barrel tags a red player and shoots two more.

Reffing Solution

  • This is not deadmans walk.
  • Red players are eliminated for not knowing the rules.

Blue Player walks with his gun unbagged, unplugged, down and says he is OUT. Once in position, he barrel tags a red player and shoots two more.

Reffing Solution

  • This is deadmans walk.
  • Once you say you are OUT, you are OUT - no exception.
  • Once your friends say you are OUT and you don't deny the claim, you are OUT.
  • Red players are NOT eliminated.
  • Call the blue player eliminated.
  • Record blue player's name and number and report the number and situation to the head ref for the player playing on after calling himself out.
  • Tell the blue player to plug it and walk off the field.
UNMARKED PLAYERS

Player walks around without tape and without spy role card.
Rules require 6" of visible tape showing at all times unless player has Spy role card.
Player walks around shooting players.
Reffing Solution: look for players at all times to ensure proper team markings.

If a ref catches a player w/o proper team markings he should:

  • Quietly ask the player if he has a spy role card - and if so, to show it. If he doesn't:
  • Record the players name and number and report the number and situation to the head ref.
  • Tell the player to plug it and walk off the field (or to base) and to get properly marked.
  • Keep and eye out for repeat offenders.

Player walks around with tape tucked into vents in mask
Rules require 6" of visible tape showing at all times unless player has Spy role card.
Reffing Solution: look for players at all times to ensure proper team markings.

If a ref catches a player w/o proper team markings he should:

  • Call the player neutral,
  • Warn the player,
  • Fix his face tape if fixable.
  • Keep and eye out for repeat offenders.
  • If the tape is not fixable, tell the player to plug it and walk off the field (or to base) and to get properly marked.

(a similar stunt exist where players are required to have tape on front of mack, but only put it on the back. Another stunt is where armband tape is used, and then a sleeve is used to periodically cover the arm band tape)

Blue player walks around shooting blue players
Rules require 6" of visible tape showing at all times unless player has Spy role card.
Reffing Solution: look for players at all times to ensure proper team markings.

If a ref catches a player w/o proper team markings he should:

  • Quietly ask the player if he has a spy role card - and if so, to show it. If he doesn't:
  • Record the players name and number and report the number and situation to the head ref.
  • Tell the player to plug it and walk off the field (or to base) and to get properly marked.
  • Keep and eye out for repeat offenders.
ROLE CARDS

LAWS rocket operator shoots tank
In this exampe, the rules provided for all 3 LAWS operators and for all LAWS operators to have LAWS role card on hand. Reffing Solution: look for laws operators and unobtrusively look for LAWS player role cards.

If a ref catches LAWS operator w/o a visible LAWS player role card showing he should:

  • Quietly ask the player if he has a LAWS player role card - and if so, to show it. If he doesn't:
  • Record the players name and number and report the number and situation to the head ref.
  • Tell the player to plug it and remove his LAWs from the field and to locate the appropriate card prior to bringing the LAWS on the field.
  • Keep and eye out for repeat offenders.

DEMO operator blows building or base w/ Satchel Charge
In this exampe, the rules provided for 3 DEMO Players per side and for all DEMO players must have both DEMO role player card and demo card in satchel.

Reffing Solution: look for Satchel Charges on field. Periodically and unobtrusively check players role cards and demo cards to ensure the demo operator knows what he is doing.

If a ref catches DEMO operator w/o a visible DEMO player role card showing he should:

  • Quietly ask the player if he has a DEMO player role card - and if so, to show it. If he doesn't:
  • Record the players name and number and report the number and situation to the head ref.
  • Tell the player to plug it and remove his Satchel Charge from the field and to locate the appropriate card prior to bringing the Satchel Charge on the field.
  • Keep and eye out for repeat offenders.
TRICKY STUNTS

Player intends to blow base using tricky stunt - with all rules followed.

In this example, all rules appear to be followed - but something seems bent.

Reffing Solution :

  • Let the player execute his stunt without ref interference,
  • If base is blown (or general killed) for points, the ref should meet in person w/ games master to review the player's stunt and games master should award or not award appropriate points.
  • If the points are reversed, the dead general should be informed of the reversal.
  • If the player's stunt was too far into the black, he should be called to the games master's booth for review of where the line was crossed according to the games master's standards. Since this is strictly game play, this is a matter for the games master and the player - not the head ref, field owner or junior refs.

Player intends to sneak through enemy lines using tricky stunt - with all rules followed.

In this example, all rules appear to be followed - but something seems bent.

Reffing Solution :

  • Let the player execute his stunt without ref interference.
  • Once the player's actions result in points being awarded - the ref on the scene should check in person w/ the games master about the stunt the player used and the points that resulted. The games master should then award or disallow the points.
  • If the players's stunt was too far into the black, he should be called to the games master's booth for review of where the line was crossed according to the games master's standards. Since this is strictly game play, this is a matter for the games master and the spy - not the head ref, field owner or junior refs.
RULES ARE RULES
Producer / Games master note : If the spies and players are exploiting a particular hole in your rules and it repeatedly creates problems for the reffing staff, you may wish to clarify the rules for future games. Try and stick with the rules you have written for the game in progress (unless safety is compromised).