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Scenario Reffing Manual
2008
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| FOREWORD | ||||||||||||||||||||||||||||||||||||
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Last Revisions : 11.3.2008 Last Revised : 10.15.2008 |
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| TABLE OF CONTENTS | ||||||||||||||||||||||||||||||||||||
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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. |
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* 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 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. |
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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. |
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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, 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 |
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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 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. |
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*******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. |
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For a base of knowledge, a paintcheck is called for when 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. 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. THUMPER ADDS: When we used to ref oldschool woodsball tournaments
the following was the technique we used: " 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." |
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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 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.
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. 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. |
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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 doesnt 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 : *** 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.
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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
What not to do: when reffing with friends playing on one side(allies): (many of these I have personally witnessed)
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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." |
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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.
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.
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.
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 - 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
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."
FONZ adds some common gripes about mission refs: |
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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.
Example of rotation schedule with a 12:00pm start, 6pm stand down, 8pm restart, 1am stand down, 8am restart and 12pm game end.
* note : Roaming refs to help w/ chrono during periods leading to game starts and restarts.
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)
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? 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. |
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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 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.
See the example below I prepared for a scenario game I produced that shows a field "zoned out" and reffs assigned.
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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. |
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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.
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Reff's Radios - Do's and Dont's As a ref, you have to be able to reach the producer, head ref and they
have to be able to reach you.
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 :
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The following tips should help the scenario ref once the lights go out..
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..
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:
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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 |
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Reffing Solution
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Reffing Solution
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| UNMARKED PLAYERS |
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If a ref catches a player w/o proper team markings he should:
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If a ref catches a player w/o proper team markings he should:
(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) |
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If a ref catches a player w/o proper team markings he should:
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| ROLE CARDS |
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If a ref catches LAWS operator w/o a visible LAWS player role card showing he should:
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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:
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| TRICKY STUNTS |
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In this example, all rules appear to be followed - but something seems bent. Reffing Solution :
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In this example, all rules appear to be followed - but something seems bent. Reffing Solution :
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| 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). |