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Scenario Paintball Brotherhood
- Scenario Reffing Manual 2009
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| FOREWORD | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Scenario Games expand on the idea of recreational paintball to include a story lines, roles, props, missions in one form or another, special weapons, enhanced communications, and even a chain of command. Recreational paintball reffing simply won't cut it. This document is being constructed to help bridge the gap between what is expected from a recball ref and a scenario ref. It also covers some basics of reffing. While this document started in January 2008 as as idea "for the
good of the game", on March 24, 2009 the Scenario Brotherhood asked
that I finish the manual and then turn it into a training and certification
program. I replied "Wow -- I guess its about time ". I have asked paintball legends Jonathon "Grendel" Flint and Mike "Aerion" Curtis to help me finish the manual, and turn it into a training course and certification program - and Pierce "L'il Jester" Sharai to help us clean up the final written package. Between the four of us we likely have upwards of 70 years combined experience producing, reffing & playing the game starting with the birth of scenario ball. Contributions are welcome! Simply pm Thumper on pbjunkie.com or mcarterbrown.com with your contribution and/or just post on one of the threads tied to this topic. There is no guarantee we will use any, all, or part of your contribution, and by contributing you are donating your contribution to the Scenario Brotherhood for use as it sees fit. When possibly and appropriate contributors will be given credit for their contributions. Since this effort is only made possible by content contribution on the public forums, I personally thank the admins, mods and posters on MCarterBrown.com, Pbjunkie.com and SpecialOps's forum - it is is these places where experience and excellence run deep, and wide. Thanks again guys - you rock! VIPER : (Viper Scenario Productions 4.9.2009) : "Overall this is GREAT work! Good luck with it!" SEVERE: (RATS 4.9.2009) : "I think this is an excellent project and would like to see as many fields/producers adopt some form of it in helping training their reffing staff. It's definitely a good read, even as a player." |
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| TABLE OF CONTENTS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| CHAPTER 1 |
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I recall playing along side Ben Torricelli, Kerry "Viper" 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, a game map, and maybe a few missions (or other objective) - 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?
Viper adds : " ..not all games have these different kinds of refs. I simply have plenty of zones and these refs sign off the missions. One Ultimate Judge oversees it all....overall, the refs are there for the players, not the other way around. I have been to too many events where the refs were "uppity" and talked down to players. That is no good for anyone." |
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The player-customers at a scenario game vary greatly in experience and temperament. 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; to 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 vacation time, 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. |
| CHAPTER 2 |
Boundaries, by Thumper 4.04.2009
A scenario field must be well defined - either by flagging tape, rope, man mans structures (like a road, building, fence line, netting), or natural structures (like a clearing, tree line, stream, lake) - The important thing here is that the players and field refs must understand exactly what the boundaries are. In old school tournament ball, a player sticking his foot across a boundary rope could get him eliminated. Scenario ball is much more entertainment focused - and there is no money for 1st place. Consequently the refs job is to keep the players on the playing field and be Johnny-on-the-spot to clarify any boundary disputes. If a player is clearly out of bounds, anything he does while out of bounds should not count. If intentional, direct him to the producer for a chat. If unintentional, simply bring the player in-bounds in a way to not disrupt the game. I personally like to see a boundary clearly marked with rope all the way around the whole field. If the field is going to remain roped for scenario play for multiple years, and multiple events it makes sense to do this right.
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In the weeks leading up 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 field 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?" & "What can I do to prevent it NOW?" "What could go wrong?"
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2) PREPARE STATIONS: Prep your central chrony station - 15 feet wide for each Chrony needed. All sides protected by netting. Two layers of netting in back. Rope off how you want the line(s) to form. Put up signs for Goggles ON @ Chrony and the field speeds. 3) GEAR UP: Buy or borrow enough hand-held chronys and Big Red chronys for the event. Based on your best estimate of number of players planning to attend : 1 Big Red Chrony AND 1 hand held Chrony for every 80 players expected w/ a minimum of two of each - plus spare batteries on hand for all. Also have on hand one hole punches for each Big Red. 4) SYNC UP: Synchronize all chronographs - replace weak batteries. Service any that are reading inconsistent with others - then double check. 5) 4 HOURS BEFORE GAME START : put out your Big Reds for players to tune their gear. Spread these out around 10 to 15 feet apart. Spot check this area to ensure players are wearing goggles in the Chrony area. 6) 90 MINUTES BEFORE THE SAFETY BRIEFING : send two refs through the parking lot and camp sites announcing the chrony is opening. Then start punching cards.
7) 1 HOUR BEFORE THE SAFETY BRIEFING : Two refs punch player's passes as they run through the central Chrony line. (bring in more refs as needed). Try and keep one Chrony open for tuning. If a player moves through the main line, and doesn't pass - send him to the tune up Chrony - but allow him to return back to the head of the line once ready. It is pretty easy for one ref with one chrony to process two players at once. I generally allow a player 3 attempts to pass before sending him to the tune up chrony, but I don't allow him to hold up the line. Simply check the next guy in line while he fiddles. 8) DURING SAFETY BRIEFING : Close the chrony station during the safety briefing. send all players to the briefing. open it back up immediately after. 9) AFTER THE SAFETY BRIEFING : This is crunch time. Bring in enough refs to process the players are quickly as safety will allow. keep one chrony open for tuning. Follow same procedure as before. Keep this up until the players are done. Leave one ref there for an hour after the game starts for the walk-ons. 10) HAND HELDS : Distribute hand held chronys to zone refs or roaming refs working the hot zones. optional, but recommended : 11) AFTER GAME START, move 1 BIG RED CHRONY to each insertion or spawn area so at that players can check themselves as they insert onto the field and/or spawn. Have one ref each monitor these stations. Have Allen keys available at these stations for adjustments. (any major tuning should be done off field) - If at base, your base ref can serve double duty working the chrony station. Warning : if this is near a base, close this chrony station while the base is under attack or enemy occupied. (you do not want a fire fight going on at or near players chronying) 12) SPOT CHECKING WITH HAND HELD CHRONYs: Do not interupt a fire fight in progress or getting ready to happen. Spot checking players should NOT interrupt the game flow or any mission in progress. Wait until after the fight then check a few players.
13) SUNDAY and SAT NIGHT : open the central chrony station up at least 90 minutes before game restart. Aerion adds : "I'm also a big fan of chronoing at each insertion. CO2 and HPA. Not only does it guard against creep-up. It also goes an extra step to keep player's honest." Milkshake : "I personaly like the way PBC does it with a chrono station at each base. Sometimes we get hurried and do not recheck ourselves or if you are like me swap out markers randomly and do the quick chrono on one station which can be the inaccurate one. This keeps us all on the up & up and ensures that the field is doing all it can to keep it safe." Thumper adds : Situations to avoid:
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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.
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.
DMMasta 01-21-2008 adds: "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. Viper adds : "Flashlight" (preferably with a red lens) A cheap way to do this is with a red Sharpie marker and about three coats of red." |
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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.
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.
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 isn't a tournament with 5 guys to call back. Even if it is a bit unclean, it is still clean. |
| CHAPTER 3 |
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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.
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.
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." VIPER ADDS : "One thing I stress to my refs is to tell the player they are checking "keep playing player." It's far less disruptive and makes big points with the players" |
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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
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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:
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..." 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." 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: "REF : BE READY - when the group discovers the player is an enemy all hell may break loose." ** Dead men don't talk ** 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."
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. 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." 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... I would say is likely ok according to the rules, but certainly lacking aspects of sportsmanship.... A player being a jerk after a clever play by an opponent always tends to violate the Spirit of the Game - even if being a jerk 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.
*** 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 pictures 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 lost his car keys and wants to look in your base... (who just 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 that is a dead man's 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. *** The spy has managed to intercept his opponent's mission cards -- It is your job to be a non-entity. Dont help him, but also don't blow his cover. Viper adds : "a "spy" isn't supposed to be an "assassin." He is supposed to "spy." I think many games would have turned out far differently if the "spies" had "spied" instead of just going for the glory with a general kill."
Often times spies are not looking for intel, or a series of kills, or even a general kill; we are trying to blow as many missions as possible. One of the ways to do this is for the spy to carry the mission card. He may then hand you, the ref, a blank card, or a card that states something other than the mission that you believe to be coming to you. Being the nice guy that you are you may have the urge to say, Hey, thats not whats on the card. Fight this urge. It is the players job to run the mission properly, this includes giving you the right mission card. For example: -Bad Ref- -Good Ref- Thumper & Grendel reply: Good ref : should reply: (quiety) "thats not the mission card. I can't start the mission w/o the actual mission card". Bad ref : signs off - having become involved in the game. That said - the good ref also should not give away the spy's little secret to his new pals -- If the spy went to the ref and asked "what time do you have?" and then walked back over to his pals and said "ok, we have 19 minutes left" and later he walk over to the ref and suggest "nice weather we are having..?" and then tell his pals "mission complete - lets move out" - well thats certainly cleaner because the ref did not do anything other than stand there with as minimal involvement as he could possibly muster. Again the ref's goal is to be a non-entity - or as much of a non-entity as the situation will allow. |
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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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Defn : Grey Area - any situation on the field not specifically covered by the established and traditional rules that will require a judgement call by the Reffing and/or Game Masters Staffs. 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.
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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. I like the idea of a highly mobile head ref that can be Johnny-on-the-spot for tricky situations AND who can fill in for a zone ref that needs to take a break, go off duty, or talk something over in person with the producer - then there would be no lapse in zone coverage. Alternatively, the producer (if available) could go to the zone in question and speak in person w/ the zone ref so that there would be no lapse in zone coverage. For many players the creative exploration of the gaps and vagaries in the GAME RULES is a big part of playing a scenario game. Some producers write loose game rules to encourage this - and it is the reff's job know when to make a call, and when to pull the producer / games master into a call. Grendel adds : About the Ref leaving their assigned area. I think the Referee in question should have a face to face with the Head Referee and/or Games Master to ensure everyone is on the same page. Either one or both the Head Referee or Games Master goes to Referee in question or they [Head Referee/Games Master] arrange someone else to cover for them while the Referee in question, reports to Head Referee/Games Master. There should be enough flexibility in the Reffing staff to accomplish this. I think it is paramount that the Reffing Staff and the Games Master are on the same page with the "Grey Area". Examples of how to handle tricky situations:
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| CHAPTER 5 |
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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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I first heard of player refs at an MPPGame when Ben called on a dozen of so team captains to volunteer their services at a game.. This may actually be a brotherhood original concept - but I can't say for sure. Here is how player reffing works: During registration, the producer recruits around a dozen senior players to wear a player/ref card on their lanyard, go play as normal, and if anything SAFETY RULES related in the area they are playing needs a refs attention, and no ref is available, they plug their marker, produce their card, call a ref to the area if possible, and if not act as ref for the situation. Once the situation is under control, they resume playing. (very much like an off-duty cop) I don't think player refs should exercise their duties into the GAME RULES area. I think when recruiting (in the future) that player refs should be certified when possible.
Sample situations where I have seen a player ref step up and help resolve a situation: MOUT GAME : a player in a building is playing on after obvious hits. PlayerRef plugs marker, walks into building, radios refs, and ejects player to speak with producer. SCENARIO : a mass of players are bunched on a dogleg exchanging fire, and many are upset with players shooting over the dog-leg. As several are hit after being shot across the dog-leg they continue playing on - and tempers flair. The player-ref steps up, produces his card, calls cease fire in the area, radios a ref, and the refs gets the situation under control. |
| CHAPTER 8 |
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PERSONAL CODE OF CONDUCT 1) I will read and follow the rules - staying well with in their boundaries. 2) When I feel a hit, I will cease firing and promptly check myself.
If hit, I will call my self out, and quickly exit the game as to cause
minimal disruption. If possible and not disruptive to the game, I will
congratulate my opponent on his efforts if due. I will NOT wipe paint
or continue playing on once I feel a hit. 3) When I shoot an opponent and see a ball break or hear a ball hit,
I will immediately cease firing and advancing, and give the gentleman
a moment to call it. After a few seconds, I will politely tell the gentleman
where I saw the ball break (or tell him I heard it hit). If the gentleman
continues to play on I will not lower my standards - I will simply continue
to press my attack. 4) Once I am eliminated, I will clearly call my self out, hold my gun
UP, and exit the area quickly and in the least disruptive manner possible.
I will then plug my gun and continue to hold it up as to signal out as
I exit the field or return to the spawn area. During this time, I will
not communicate to active players on the field. 5) Under no circumstances will I intentionally overshoot an opponent
or shoot as to injure as opponent (groin, throat, temple, unprotected
ear, ladies breast) 6) When I encounter an opportunity with a young, elderly or novice opponent,
I will extend that player additional courtesy. (go for surrender, hopper
shot, goggle shot, pack shot, or just move on to more challenging targets) 7) When I encounter a young, elderly or novice allied player, I will
be patient with that player and inspire them by my example. 8) If I see an unmasked player (or spectator) on the playing field, I
will immediate cease all actions that may endanger the unprotected individual.
I will advise the player (or spectator) in question to PUT THEIR MASK
ON. If they immediately comply, then I play on. If not, I plug my marker,
yell CEASE FIRE, try to protect the player with my body, and then politely
remove him from the playing field. The refs should take care of these
issues, but as players we occasionally MUST step in for the good of the
game. 9) I will use common sense at all times. 10) In person, and online, I will avoid flaming, condescending remarks,
and actions that could possibly be construed as unsportsmanlike. Winning
and loosing are not excuses for poor sportsmanship. I am a gracious winner
and a good looser. HOW I play is far more important than the outcome. 11) If a situation degenerates into unsportsmanlike conduct, I will remove
myself or otherwise avoid the situation. 12) I will not drink alcohol or use illegal drugs while playing the game
as these can alter my judgment and physical abilities. 13) I will avoid using profane language in all instances. 14) At field paint only event, I will only shoot field paint. 15) If I think my marker is spiking, I will immediately pull myself from
the game and address it. Furthermore, I will not intentionally perform
actions that cause my gun to spike its velocity while playing. I will
regularly chronograph my marker at every practical opportunity. 16) I will treat my marker as if it were loaded at all times. I will
NEVER aim my marker at an unmasked player or unmasked spectator - loaded,
or unloaded. 17) I will keep my markers bagged when in public and not in use. 18) I will not shoot public traffic signs, cars, pedestrians, pets, houses,
lights, chronographs, buildings etc. that are not part of a paintball
field and on the field of play. 19) I will encourage new players to try the game of paintball and will
treat them with respect. 20) I will not use eliminated players, spectators, or refs as physical
cover. 21) I understand that as a guest of, or member of, a scenario team, that
I represent that team in my actions, and that I am therefore held accountable
by that team. 22) I understand that paintball is a game of honor, and I will play it
that way. |