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Scenario Paintball Brotherhood - Scenario Reffing Manual 2009
FOREWORD

Scenario Paintball Brotherhood - Scenario Reffing Manual 2009
by John "Thumper" Edens 4.02.2009

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."

TABLE OF CONTENTS
  SCENARIO REFFING BASICS    
CHAPTER 1   CHAPTER 6
11 Scenario games : What are they   61 The Safety Briefing
12 Referee : Definition   62 First Aid
13 Customers : Who are they?  
      CHAPTER 7
CHAPTER 2   71 101 Common Cheats
21 Boundaries   72 Common Confusing Areas
22 Field Preparations      
23 Chrono      
24 1 week before the game   CHAPTER 8
25 1 day before the game   81

Code of Conduct (HONOR CODE)

26 Game On      
         
         
CHAPTER 3      
31 Paint Checks   Planned Future Sections
32 Bunkering   91 Spawns - Reinsertions - Medics
33 Spies and How to Deal with Them   92 Laws, Tanks, Satchel Charges..
34 Biased Homefield Reffing   93 Artillery, Air Strikes, Nukes..
35 Grey Areas   94 Helicopters & Recon Planes
36 Reffing Night play      
37 Reff's Radios : do's and dont's      
         
CHAPTER 4      
41 Drunk Players      
42 Overshooting      
43 Heat      
44 Adrenaline      
45 Mouthy Players      
46 Fights      
         
CHAPTER 5      
51 Mission Reffing      
52 Base Reffing      
53 Zone Reffing      
54 Roaming Reffing      
55 Prop Reffing      
56 Player Reffing      
         

 

 


CHAPTER 1
11) Scenario games :

Scenario games : What are they, and how are they different from big games, mass games, big rec days?
By John "Thumper" Edens 1.13.2008 - with contributions by Jet (Team BeBop) and Severe (Team RATS)
-------------------------------------
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 in nutshell - you would have to start with "Why"... People like to get immersed 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, 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.

12) Referee :

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 interpreting the written rules with the intent on maintaining 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 requirements 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.


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."

13) Customers :

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 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
21) Boundaries :
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.


Properly roping a field:

  • Run the boundary rope straight where it does not touch any trees or limbs and tie it off at corners - pulling it tight.
  • Avoid inward bends that would allow a shot to pass from in-bounds, across out of bounds and then back in-bounds. (i.e., a dog leg)
  • Use shorter lengths of rope to elevate the main rope - pulling it loosely up, but floating free.
  • The main boundary rope should always run around waist high, never above the head or below the knees.
  • The boundary rope should a bright color rope (orange, yellow, red) and stick with one color all the way around.

Sample boundary situations:

  • Night play - a player low crawls out of bounds and is shooting at live players on the field.
  • Players have taken props off field to their cars to turn in later.
  • Players off field are running scanners and reporting to live players on the field.
  • Players are taking props off field and burying them for retrieval later.
  • A player is shooting across a dog leg.
  • A player is shooting across a taped off field hazard on the field (ex, trash dump, sink hole, producers shack).
  • A player off field is passing game information about spawning enemy players via radio to his XO on the field.
  • A player off field is passing dinner arrangements via radio to his teammates on the field.
  • A player is standing in the flap of netting at a the spawn point.
  • Players on the field are camping the spawn to hammer enemy players as they insert, but paint is flying out of bounds.
  • Players are intentionally shooting at targets out of bounds.
22) Field Preparations :

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, chronographs, 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, Cyalume sticks, hole punches, water coolers, ATVs, air horns, bull horns, stage, signs, chronograph calibrations, communications plan) By John "Thumper" Edens -- 1.22.2008

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?"
&
"What can I do to prevent it NOW?"


Boundary Rope : The field should 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 best.


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 during summer months.


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 it up.


New Objective Signs : Every objective, base, and spawn on the game map should be marked and accurately labeled 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.

23) Chrono:

Chrono:
By Thumper : 4-12-2009

1 MONTH BEFORE :
1) PREPARE PASSES: Player passes should include one punch place for each start up phase. Traditionally 24 hour games include : START - PM - AM

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.



DAY OF EVENT

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.

while field speeds vary, traditionally : 280fps for day and 250fps for night are recognized as maximum velocites. 3 shots over the chronograph. The barrel tip should rest on top of the Chrony's resting bar and shoot flat and level. Goggles ON. Sleeves ON until at the station. MAKE SURE THE PLAYERS put their sleeves back on before leaving the chrony station while aiming downrange. Look for players turning their unplugged marker towards the entrance of the station.

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.

  • TIP: Look for the player trying to avoid you.
  • TIP: If you hear a player yelling about an opponent's hot gun, be sure to check both of them.
  • TIP: If you catch a player shooting hot, punch his card. If you think there was anything intentional, record the player's team, name, and number and report the player to the head ref. HEAD REF: if deemed intentional, report this to the player's team captain.

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:

  • Long lines
  • Slow lines
  • Staffers / locals cutting in line
  • No Refs at Chrony station
  • Inconsistant and/or Dead Chronys
  • Refs Chronying only one base
  • Spot checks that interupt the game
    --------------------------------------------------------
24) 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 : 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: "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"

25) 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 (preferably with a red lens)
*Some kind of snack
*Two pens (for signing off on mission cards, etc)
*Radio that works with the 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.


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."

26) 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 isn't a tournament with 5 guys to call back. Even if it is a bit unclean, it is still clean.


 

CHAPTER 3
31) 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.

GENERAL PAINTCHECK: 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.

SPECIFIC PAINTCHECK: 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.

SPLATTER: 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."


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"

32) Bunkering and Drive bys :

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

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.

33) Spies :


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:


UNOBTRUSIVE : 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.

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."


DECISIVE: 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 **

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."


NO RATS : Refs, 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.

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.


EXAMPLES OF TRICKS TO BE READY FOR
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 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."


CASE STUDY : by Coach on MCB

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, that’s not what’s on the card.” Fight this urge. It is the player’s job to run the mission properly, this includes giving you the right mission card. For example:

-Bad Ref-
Spy: We have to hold this fort for 20 minutes. Can you sign the start time here? - He hands you a blank index card.
Bad Ref: Hey this is blank – Discussion amongst the players ensues and the spy is busted.

-Good Ref-
Spy: We have to hold this fort for 20 minutes. Can you sign the start time here? - He hands you a blank index card.
Good Ref: Sure. – Signs start time and hands card back
-20 min. later-
Spy: Ok ref, we’ve been here 20 minutes. Please sign off on the mission.
Good Ref: Signs fake card and takes it just as he would a true mission card.

Thumper & Grendel reply:
A ref should be a non-entity in the game - only having to become involved when needed for safety or to enforce a game rule. The spy in this situation actually needs the ref's involvement to pull off the stunt, and that crosses the line. It also required the ref to bend a game rule for the spy's sake - also crossing the line of what a good ref should do.

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.

34) 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.
35) Grey Area

Grey Area
By John "Thumper" Edens - 11.05.2008

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.

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).

 

36) 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.

37) Reffing Night Play

Reffing Night Play - By John "Thumper" Edens - 11.04.2008 -- updated 4.3.2009

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 do not 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 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 the lone novice 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.

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:

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).

 




CHAPTER 4
41) Drunk and/or Wasted Players :

Drunk and/or Wasted Players :

Aerion offers this : 4.1.2009 "The biggest problem with intoxicated people is that they never recognize just how impaired they are. Alcohol affects judgment, makes people more careless, absent-minded and tends to bring out more aggressive tendencies in people. Those are the LAST things you want on a paintball field. It's true some people are affected more than others, but EVERYONE is affected.

Anyone who knows me knows I'm no teetotaler. Believe me, I drink with the best of them except for Nix. He's in a class by himself. But alcohol and drunkenness have absolutely no place on the paintball field.

No field owner or producer is going to knowingly allow a player on the field who has been drinking. The risk of liability is too great."

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."

42) Overshooting

Overshooting
By John "Thumper" Edens and Mike "Aerion" Curtis : 4.09.2009

Overshooting Definition: Overshooting means shooting someone after they called themselves out, or raised their hand or marker to signal they are out. Calling for a paint check on yourself is not such a signal and does not make you neutral.

90% of all overshooting is accidential,
and largely the fault of the recipient for failing to signal adequately to the shooter(s).

Refs: When you see a player likely to get hammered, move closer to the player so that you can jump in (literally) to help stop the player from taking unnecessary hits. Use your body as a shield - especially for novice, elderly players, Ghilly players and low crawlers.

The Three Break Rule :
"Two breaks on a player from a single shooter is ok.
3 breaks on a player's BODY or MASK by a single shooter is considered overshooting."

NOTE : this rule may or may not be in place at the event you are reffing - but regardless of the rule used everything else here is applicable.

I consider this rule excellent for the players to try and observe, but requires a great deal of experience as a player for the ref to make a good call. The discussion that follows highlights this difficulty and some solutions:

In thick brush with dozens of players hammering away there are good odds that a player will walk out of the brush oozing with paint. You have two jobs here. First: when the player signals out, to yell to the shooters "let him out!", and two: look for the shooter who just seems like to send a few extra balls "just to be sure" or "because he is a wiper" or "because he won't call it". Two wrongs don't make a right.

What to do to an overshooter:

OBVIOUS INTENT : If you think there was OBVIOUS INTENT, this is unsportsmanlike conduct. I would suggest at least having the offender report to the game producer to apologize and punch their card - maybe sit it out for a period of time, maybe ejected from the event.

ACCIDENTIAL : If there was no intent, ask the shooter to apologize to the recipient (most decent players will do this anyway)

QUESTIONABLE : If you see a player you think got shot excessively, and who tried in earnest to signal OUT, and the shooter(s) make no move to appologize, or ignored his OBVIOUS signals, odds are there was intent. Punch their cards. You must judge if the signals were OBVIOUS enough.

If the recipient gets mouthy try and calm him down. Some outrage here is understandable - but it can get out of hand if a ref doesn't step up and get a handle on the situation. call for backup if you see it escalating. Get between the players and dont let the angry player advance towards the other. A player getting overshot who thinks he was intentionally overshot will get angry. This is the leading cause of fights and verbal exchanges at a scenario game these days.

Many times a player who complains of being overshot is also a player who habitually plays on after hit. Once the initial outburst dies down, try and keep an eye out for this player and observe his behavior while taking fire - and mouthy players really do deserve special attention from the reffing staff.

Many fields and players play where they expect a ref to pull players once eliminated, and no one is eliminated until a ref pulls them. This is obviously impossible for a scenario game where hundreds of players are shooting across a hundred acres of buildings, brush, swamps and mountains.

Electronic markers with eFrames, ramping modes, etc are not an excuses.


Aerion adds : "..Paintballs do smart when they hit and there's nothing I've seen that can get tempers flaring faster than being overshot. Below is my top five reasons why a player might get angry enough to throw a punch while playing Paintball:

1. Getting overshot.
2. Getting bonusballed.
3. Getting overshot.
4. Getting bonusballed.
5. All of the above.

AERION : "My experience bares this out. By far, the number one reason - by at least an order of magnitude - people blow their cool in paintball is getting overshot in some form. No other reason comes even close."

At the same time, faster rates of fire are making overshooting more and more common. A lot of players have the attitude that it's part of the game and to an extent that is true. But I've seen even people normally even-tempered to get irate after getting hit 4 or 5 times with a paintball. So being part of the game is only true to an extent.

Just because overshooting can't be entirely prevented, that doesn't mean that reasonable rules should not be put in place to limit it as much as is practical.

Big scenarios are one place where overshooting is most likely to be a problem just because of the sheer numbers of players on the field. Add to that the possibility of a law suit. A jury hearing that a plaintiff was hit with 10 paintballs at the time of the injury is probably going to be very sympathetic to said plaintiff and tack on a couple zeros on that award. That makes insurance carriers nervous. Nervous carriers raise rates. Higher insurance rates means higher costs to play and fewer venues to play in. Therefore, this is an issue that does need to be proactively controlled.

Just imaging a jury deciding a case where a guy gets overshot 15 time and punches a guy over it. The guy punched sues the puncher and the paintball field for creating an unsafe environment that contributied to having to have his jaws wired shut and permanent damage to his chiseled jaw and pearly-whites. Cha-Ching!

Gentlemen, this is an issue that needs to be addressed before it gets way out of hand and everyone is hurt by it. The fact is, the faster the marker shoots, the more balls in the air at any given time, the more chance of an overshoot. Therefore, this is an issue that handling begins before the game starts. Some producers are introducing rate of fire restrictions on scenario games. Others are enforcing a 3 ball max hit rule. I've also heard of ramping and automatic fire boards being banned from scenario games. The point is that field owners and producers are recognizing the potential problems here and while no standard has been established yet, it's probably only a matter of time. Dealing with this decisively on the field is the only way to go for the health of the game of paintball.

The moral of my story is that if you're a producer or field owner, consider some strong rules to limit overshooting. If you're a ref, enforce those rules strictly, but fairly.


gfgjester adds : "It is also advisable to check the number of shooters around the one or two "recipients". Most don't realize that if they are surrounded by 5 or more players and those guys let fly with several shots, (say 3 each), that's fifteen balls flying towards them. I've seen players come out smoking because of such situations. Ben is one producer who mentions this in his pre-game, as does Woody in ours. A player needs to be aware of his surroundings. Especially a player who decides to make a run at or through 5-10 opposing players. The barrage of hits that this player is inevitably going to get is NOT overshooting. Some may say it is not very smart, but to each his own. But in these situations, the Ref needs to be ready to intervene and remove the player to the regen area, kindly pointing out to the player that he was equally responsible for his situation."


ritzmh69 adds : "Ref's need to really be on the look out for players that crawl. You will be over shot almost everytime !! tring to get marker up or hand up for everyone to see is hard at times (depending on ground or age of player). Be ready to help or stand to block the incoming shots so the player may get up."


tomr538 adds : "as long as i have been playing i have never over shot anyone intentionaly... i know i did it by mistake this past weekend to one player... he was layed on the ground and had a bunch of sticks between him and my angle on him... i fired like 5 shots... he didn't move, i fired 5 more... he didn't move... i let about 5 more go and finally he moved and it happened that those last 5 or so made their mark... i didn't mean to shoot him that much but he was dug in.

and as a ref if i see some overshoot a player and they do not appoligize b/c is was not meant to happen i think the shooter meant to do it so i have the policy... PUNCH the card...

everyone who knows me, knows i am easy yo get along with... but don't do something stupid on my feild... i have no problems punching a players card and sending them off the feild... and over shooting will get u sent off the feild i a reffing faster than most things"


Milkshake adds : "I had that happen this weekend, shot at a player..no call. Shot again..no call, said "hit player?"...nothing. Laid a line down the half a body I could still see sticking out and finaly a hand went up. I waved and the player walked slowly down the incline. Meanwhile two more down the incline shot at me so I started return fire and the player dragged himself into the fire. He yelled and I apologized best I could and waited for him to clear the way and shot one of the two out. If he had acknowledged the first hits it could have been avoided, or if he had scurried out then it would have been no contesting."


Saludapaintballer adds : "I have seen players put one on the back of a player leaving a field just to get a reaction. If it is intentional go ahead and just yank then from the game and send them home"


Severe adds : "Players should recognize that scenario ball is not a 1v1 game. More often than not it's 5+ v 5+ , or more, and crossfire happens. The old adage, "...friendly fire isn't and incoming fire has the right of way..." applies. Pre-game briefs should emphasize to players that once eliminated the paint doesn't simply stop flying. Getting out of the firefight may not be the most direct route back to the insertion point. Players should call out, assess the situation and leave the area ASAP. Educating players is half the fight. (pun intended) It's been touched on already, but Refs should pay close attention to the number of combatants in a firefight when trying to determine if any unsportsmanlike conduct has occurred."

43) Heat

Heat and Paintball
By Aerion 4.8.2009

Paintball is a sport often played in warmer weather. As with any active sport in warm weather, there is a chance of heat injury. Heat injury is defined as physiological damage to the body as a result of the body being overheated. Our normal method of cooling our bodies is by perspiration. As we sweat, the moisture we produce evaporates and caries excess body heat with the evaporating fluid.

Dehydration is not in of itself a heat injury, but it does usually accompany heat injuries and exacerbates heat injuries as it results in the body losing it's ability to reduce heat.

There are three recognized heat injuries:

1. Heat Cramps
2. Heat Exhaustion
3. Heat Stroke


HEAT CRAMPS
Cramps are the least serious form of heat injury. They may not be serious, but they are PAINFUL!! Heat cramps result not from overheating itself, but from the loss of electrolytes as a result of sweating. Stretching and massaging the area can relieve minor heat cramps, but only temporarily. If you or a player start experiencing heat cramps, the best treatment is to rest, drink lots of fluids - particularly fluids containing potassium (gatorade, cranberry juice, orange juice). Also helpful are some fruits like bananas and peaches.


HEAT EXHAUSTION
Heat exhaustion itself is not serious except that it your body warning you that it's time to slow down. A person experiencing heat exhaustion will feel tired and a bit giddy, kind of like being a little drunk. They may often act hostile, emotional or erratic. They will also usually be moving noticeably slower. The treatment for heat exhaustion is to get the person to rest someplace cool. Also drink lots of fluid (but not alcohol) and relax!! While not really serious itself, if left untreated, it will result in the very serious condition of:


HEAT STROKE
Heat stroke is a very serious, potentially fatal heat injury. The body has gotten so hot that normal body functions are shutting down. Brain damage is occurring. Death is immanent! Heat stroke must be treated promptly and by trained medical personnel. Symptoms of heat stroke are very hot skin, the absence of sweat and usually unconsciousness. The person my also have nausea or vomiting. Convulsions are also common. Treatment for heat stroke is to quickly cool the person off by whatever means possible and call the ambulance! If a patient stops breathing or loses their pulse, administer CPR.

Do not ever attempt to give an unconscious person anything to eat or drink as they may aspirate it into their lungs and suffocate.

44) Adrenaline
Adrenaline and Paintball
By Aerion 4.8.2009

Paintball is a very active sport. A big part of the thrill of the game is the adrenaline rush we get. Also running around itself tends to increase adrenaline. This is all good though adrenaline does cause changes in peoples behavior that must be recognized and often dealt with.

FIGHT OR FLIGHT: Adrenaline is an important part of a person's survival instincts. Many of you may remember discussions in school about a person's "Fight or Flight" instincts when danger approaches. This is the essence of what adrenaline does for our bodies. It suppresses higher brain functions and encourages more basic reactions. In short, we abandon any subtlety and either fight off our attacker or flee from danger. In paintball, it is the aggressive tendencies that needs to be managed by refs.

RECOGNIZE THE SYMPTOMS: A person who has just run 100 yards and bunkered an opponent will undoubtedly have elevated adrenaline and may react aggressively when you try to tell them that they were eliminated 20 feet before the they got to the bunker. They may shout or react in another beligerent reaction. This reaction is not excusable. People on adrenaline are still responsible for their actions. But the point is for you to recognize the issue so you can react accordingly.

KEEP YOUR COOL: The best way to handle a person on adenaline is with calmness. Shouting back or replying in kind will only continue to elevate the person's adrenaline. Calmness, will have the opposite effect. Lastly, remember that adrenaline passes fairly quickly - usually after a minute or so. Once the adrenaline passes, the person will be a lot calmer and will react more rationally. So the trick is to not take the reaction personally, remain calm and make certain the person doesn't react aggressively against other players. One the person calms down, you can deal with them rationally.


Thumper adds : "As players grow low on adrenaline, blood sugar, and hot, they also tend to grow irritable. You can actually see the "mood" of a game change as the heat rises and as the game wears on. Be ready during the final battles. I have seen many producers use the trick of an 11:00am Sunday mission to send everyone off field for water, rest, and to gear up for the final battle - A most excellent idea!"

45) Mouthy Players :

Mouthy Players & How to Handle
By Aerion 4.1.2009

The number one rule in dealing with mouthy players is to not escalate it by replying in kind. With that in mind:

Never ever, ever raise your voice at a player. Always reply with a calm, polite but firm voice.

Never lay a hand on a player in any way that might be abusive or intimidating. Don't poke him (her) in the chest or anything like that. (If you're going to wipe a hit for a player, ask permission first)

Always be polite. You can be firm and still be polite. "Sir, please don't use language like that here. This is a family environment." Or "Sir, I know you're a excited right now, but please try and calm down a bit and let's talk about this."

As much as is possible, try to avoid correcting a player in public. In most cases, you'll get better results if you don't publicly humiliate the player.

It is important that you be firm, resolute and fair. "Sir, I understand that you believe this is an old hit, but you have a quarter-sized break so I must rule you eliminated." In a case like that, I'll even wipe the hit for the person (if it's in an appropriate place on their body) and suggest to them that they work a little harder at wiping old hits. In most cases, if you're calm, polite and can give a reasonable justification for your call, the player will respond accordingly.

On less than serious infractions or possible honest mistakes, a warning is generally a good idea if for no other reason that it demonstrates that you're not a hardass. Later, when you have to drop the hammer on a repeat offender, it takes away the "I didn't know" defense.

If a player argues with your ruling, never back down. Calmly reply, "Sir, I'm afraid my ruling is final. However you're welcome to appeal my ruling to the GamesMaster. I'll be happy to take you to him." This is good, first, because it gets the argument off the field where it belongs. Secondly, it let's the field owner or producer handle the issue. And often, the walk off the field will calm the player down.


Obviously, what is said and to whom is important but severity is always going to be subjective rather than objective. Normally, all but the most flagrant cursing can usually be handled with a subdle warning.

Obviously if someone is in another player's face and cursing him, that's a different situation all together and is bordering on assault. This situation should be handled much more decisively.

46) Fights & How to Handle:

Fights & How to Handle
By Aerion 4.1.2009

I think there are basically two or three levels of a fight. The lower, or less severe level involves pushing, shoving, wrestling or possibly a single punch. This is usually an impulsive reaction to a temper flareup and will usually not last more than a few seconds. These usually will end on their own, but having a ref intercede to make sure it ends is always a good idea.

The greater level involves serious blows, kicking or other serious physical violence and a real danger of serious injury.

The most serious involves potentially deadly weapons. If a deadly weapon is involved, law enforcement should always be called.

I've seen games go bad before the game actually starts. So preventing fights starts back before the game itself actually starts.

Paintball is about sportsmanship. When games get ugly it's usually a process that escalates beginning with minor acts of bad sportsmanship and snowballs. They rarely happen in isolation.

Preventing fights starts with a field owner and producer choosing game rules, field rules and safety rules with sportsmanship in mind. Overshooting is one area in particular that can quickly cause tempers to flare. Next most important is to have a professional, knowledgeable and courteous ref staff. The ref staff has to keep a fairly tight reign on the rules to make sure they're followed. Players breaking rules tends to cause other players to break rules (If they did it, I can to!). Broken rules creates a sense of lawlessness that can easily escalate to physical violence. Plus few things get tempers flaring faster than cheating. That's why it's important to enforce the rules fairly but strictly.

A fight actually breaking out should be a sign of major failure of the game staff, top to bottom.

If a fight does break out, the most important thing is to protect the players and yourselves. No one expects a ref to jump in front of a knife to protect a player or to risk serious bodily harm, but at the same time there is an obligation to attempt to protect the other players from harm.

If a deadly weapon is drawn, I would say that anything goes as far as disarming the knife wielder. I personally would not hesitate to pick up a marker and use it as a weapon if that's what it took - including knocking the guy out if necessary.

Anyone involved in a physical altercation should be immediately escorted from the field by whatever means is necessary to insure the safety of other players and the ref staff. But some common sense is required. If one guy shoves or takes a swing at another guy and that ends the fight, then handcuffs are probably not required. But if a person remains combative then they should be escorted off the field by two more more refs. In extreme cases, they can be restrained on the field until law enforcement arrives.

Lastly, no field or producer can tolerate physical violence on a paintball field. At the minimum, those responsible must be immediately and permanently removed from the field. In more egregious cases, law enforcement should be brought in.


Destro adds : "If someone pulls a knife the smart thing everyone can do is remove themselves from the situation if at all possible and call law enforcement. A paintball gun can do some damage however time someone comes out you with a knife and has intention of using it that marker isn't going to stop them before they get to you and open you up. Paintballs sting, knives can kill."


Aerion Replies : "Destro, I would agree with you in principle except that I think that perhaps event staff could have some obligation to try to protect players if reasonably possible. But certainly judgment of the situation is required. If there is no reasonable hope of disarming someone is there then don't try. If no player is being directly threatened then no need to try to disarm. Calling the police is a given. And for the record, if I was using a marker as a weapon, I'd be using it as a club. I figure the air or CO2 tank would probably put the guy on the ground well enough. But again, this would only be a last resort to protect a player."


gfgjester adds : "I do believe that the mere posession of weapons of any kind on the paintball field is grounds for immediate removal from the premises with no refunds. Now I know guys carry small knives on the field for menial tasks; paint bags, utility tool, etc. I do it myself. That is understandable and should not be a problem. But to produce a weapon in an altercation is completely unacceptable. We're talking genuine assault with a deadly weapon and battery. Physical fighting as the agressor and especially involving a weapon should be met with a ZERO tolerance level. That player should be removed from the game and law enforcement called in. The producer and field owner should follow suit and ban that player from future events. This is paintball, not some Compton back alley..."

havokrooster adds: "Most of the heated confrontations i have ever seen, have involved overshooting. most of the time, a player either has walked into a pre existing engagement while trying to leave the field, has not identified themselves properly as eliminated or has been shot a couple times a piece by multiple players. this is paintball. this situation can be, and usually is, taken care of at the game briefing.

I can honestly say, I have never seen an altercation come to blows or the police get called. it rarely goes outside of a shouting match and usually ends in a handshake. it is my experience to:

1. notify your fellow staff of the situation.
2. put yourself inbetween the two players creating a distance that would not permit them from being able to strike each other or yourself.
3. assure both players that the situation will be dealt with if they will follow me off field. (this often creates enough time for tempers to settle.
4. remind the players that we are all there to have fun and play honorably with sportsmanship and integrity.
5. worst case scenario, remind the players of the consequences of continuing to behave unacceptably.

this is just my experience. these steps often result in a handshake afterwards and a "thanks ref". the only time ive seen a ref lose his omnipotent status, is when they become emotionally involved themselves."

HavokRooster : " Refs must remain unbiased and monotone.
The last thing you want as a ref, is to become involved in the confrontation yourself."

 


CHAPTER 5
51) 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.

52) 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.

53) 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

 

54) 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.

55) 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.
  • Don't be late.
  • Don't be too early.
  • Try and adhear to what the producer wants.
  • Communicate w/ the producer - but don't give away anything on the radio. (say "prop drop #14 in place" and not "Big Bomb at small bridge")
56) PLAYER REFFING 101

Player Reffing 101 : By Thumper - 4.5.2009

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.

Player Refs should look for and report flagrant cheaters, wipers, and players who seem to be returning to battle a bit sooner than would be expected to the field refs.

A Player Ref should reports any unsafe behavior by calling a ref to the area. If none is available, personally step up and resolve the safety issue.

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 6
61) The Safety Briefing :

The Safety Briefing

By John "Thumper" Edens 4.1.2009

Key Points :

If ALL the players have ALL of the rules well ahead of time there is less pressure and fewer questions at the briefing.

Once the games rules and safety rules are published, avoid changing them before the game and DO NOT change them during the game. Even is a particular idea is not working the way you thought, play it out. Don't manipulate the game rules to try and balance the score mid-game.

The Safety Rules are different from Game Rules. The games master should explain Game Rules - head ref should deliver the Safety Rules. Game Rules occasionally get "bent" - being a scenario game, this is expected. Safety Rules are not bendable.

Breaking a Safety Rule has a penalty.

Bending a Game Rule is sent to the games master / producer for review.

Liability for the event falls upon the host local field and their insurance carrier. The insurance carrier's safety rules should be considered the MINIMAL requirement when preparing a safety briefing.

Cossio requires the safety rules be posted at the counter.

Recommendation : "Letter of Understanding" explaining Safety Rules, Game Rules, and Code of Conduct expectations be required by everyone to read and sign as part of registration.

Recommendation : Game Rules, Safety Rules, and Code of Conduct should be posted on-line well in advance of event.

Recommendations : KISS with the safety rules.

Sample Player Briefing Format
* Make it mandatory * -- send refs into the parking lot, chrono line, and camp sites 15 minutes before the player briefing and tell the players what time the briefing starts and remind them to bring their player passes.

-- include a punch hole on the player's pass for "attended briefing" and during the briefing send a few refs through the crowd to punch passes.

When : 90 minutes before game starts:
Duration : 30 minutes:

Producer / Games Master : (5 minutes) Introduces self, welcome players, explains game format, share "story line"
Producer / Games Master : (10 minutes) Share game rules including : scoring, spawning, rate of fire & allowed firing modes, Medics, Engineer, Demo, Helicopters, Recon, Artillery, Tanks, Laws, Spies, Props, Night play specific rules - take questions.
Head Ref : (5 Minutes) introduce self, review safety rules - reinforce Goggle Safety, Barrel Sleeves, Barrel Tags, Bunker Tags, Tank Safety, discuss penalties, chrony velocity, player refs - take questions.
Producer / Games master : (5 minute : introduce generals, announce bases, announce any special game start, early insertion info)
Generals : 2 minutes each : get troops excited.
Producer / Games master : (1 minute : remind players re. chrono, game start time, early insertion details)

62) First Aid

-- UNDER CONSTRUCTION --

..suggested topics..

cuts
sprained ankles
broken ankles
snake bites
yellow jackets / ground hornets
fire ant bites
stick through the skin
heat exhaustion
signed of fatigue / dehydration
burns (oh dear)
concussions
player takes one to the temple, behind ear and passes out

standard medical equipment and supplies a field should have on hand

data posted for nearest hospital and emt service etc.

 

CHAPTER 7
71) 101 Common Cheats :

101 Common Cheats by Thumper 4.07.2009

Preface: this list is producer independent. Somethings on this list are allowed by one, but not by another. Somethings are left vague to allow creativity. Refs: know your producer's standards and game rules.

That said, : here is a list of things for a scenario ref to watch for:


Radios:

  • Player walking off field eliminated radioing game info
  • Player on or off field scanning producer channel or ref channel for info
  • Player off field monitoring prop ref or producer and radioing that info to players on field
  • Eliminated player taking detour away from field exit to inspect enemy troops positions and then radioing that information to live players
  • Player off field monitoring enemy base and mission dispatch and relaying information via radio

Game play:

  • XO or general working to glean mission cards early from base ref and execute missions early
  • XO, general, etc stashing props off field
  • LAWS operator operating w/o laws card
  • LAWS operator shooting ground or tree and claiming players eliminated in areas
  • Satchel charge operator operating w/o demo card
  • Stashing props in general's shack
  • Satchel charge / demo violating 10/20 foot tank rule
  • Tank exceeding speed limit
  • Tank exceeding passenger capacity

Spawning:

  • With base spawn - eliminated player returning torwards base to spawn, but meeting up w/ outbound group and then just turning on their heels
  • Players inserting from off field walking towards base to spawn, but never quite make it - especially if action is close
  • Players inserting from off field walking towards base to spawn, but immediately making the turn towards the enemy base.
  • Players inserting directly from side boundary
  • 5 man minimum insertion : not waiting on 5 men to spawn.

Medics:

  • Player calling for medic - then walking back to find one
  • Player calling for medic - then self medicating
  • Player calling for medic - forever
  • Medic not recording player number on card
  • Medic not using card at all
  • Medic not getting new card when old card fills up

Missions:

  • Mission team bullying mission ref into starting mission before card arrives
  • Mission team bullying mission ref into signing off on mission (or element of mission)
  • Mission team bullying mission ref for information related to mission
  • (confusing area) : Player bird dogging props ref who is dropping off props
  • (confusing area) : Players moving props w/o mission card

Recon / helicopter:

  • Recon chopper shooting troops on ground
  • Troops on ground shooting chopper to discourage
  • Operator picking up prop
  • Operator talking to players on ground

General:

  • Player tucking flagging tape up under mask, or weaving it in mask vents (1)
  • Player pulling sleeve over arm tape (1)
  • Player playing w/o tape (especially Sunday AM) (1)
  • Player taking enemy tape from command shack
  • Player taping up allies w/ enemy tape
  • Player during stand down sweeping field for props
  • Player during stand down pillaging enemy command shack
  • Player filling co2 or hpa from vehicles/rv/campsite
  • Player calling OUT, then walking gun down, and w/o plug or sleeve
  • Player quietly calling OUT, plugging marker, but then delaying exit from field/building/bunker
  • Player pretending to be injured
  • Player distracting ref while allied player pulls a quickly
  • Player using role cards from past events
  • Player using identification cards from past events
  • Player making own identification cards
  • Player using special weapons card from past event
  • Player making own special weapons cards (ex: invisibility card)
  • Player talking with ref to sneak past enemy lines
  • Player stealing land mines
  • Player shooting non-event paint (especially in final battle)
  • Player inserting early (w/o permission)
  • Player playing on after eliminated
  • Player playing on after hit, calling for paintcheck
  • Player calling for paintcheck on enemy player to locate the enemy player
  • Player calling for a chrony check on a player they cant seem to hit
  • Player running from ref doing spot chony checks
  • Player pulling a drive by / bunker move - but staying on the trigger until a ref calls him out
  • Player using eliminated players and/or refs as cover
  • Player wiping hits
  • (note 1) Please note some producers do not require armband tape at all. Know the rules specific to the producer.

Marker Specific

  • Autococker/Sniper: pushing on the cocking rod will spike a cocker or sniper
  • Sniper/Pyre: holding the pump handle forward can cause a lower velocity -- chony while held and non-held.
  • Autococker/Sniper/Pyre/Blazer/Excal/Sovereign/Phantom/Sterling : any close bolt marker aiming down while chronographing can cause partial roll-out and lower average velocity. Ask closed bolt (and all pump) players to aim slightly up at the chrony.
  • Nova: heavy shooting causes a Nova's velocity to rise with rate of fire
  • Automag/Sydearm: look for fat caps for the regs - especially the knurled lapco cap - makes for easy hand velocity adjustment
  • ANS GEN X regs and Uniregs : look for hand adjustable caps w/o set screws
  • X-Valve Automag... chrono by HOLDING trigger then chrono first shot after quick release. This simulates the fast recharge/higher string velocities rather than one ball at a time.
  • Apex barrel tip... must chrono with it TOTALLY open as it will decrease shot velocity when causing spin. Chronoing then opening it up will cause hot shots.

 

72) Confusing Areas

Confusing Areas by Thumper & WSCopic 4.10.2009

This section will explore the areas a scenario ref will likely find them selves in and have to scratch their head a bit to figure it out..


Player on the field with no marker just walking around, and gets ripped by enemy player, then whines that he was already out.

Response: "If he wasn't walking with hands raised yelling "Out, dead man, hit...." something, then it is his own damned fault. Make sure they are okay, then explain the rules to them again, and tell them to make sure to follow them."

Player bird dogs prop ref, finds prop and removes it from its location - but player is not on a mission. You know the prop is part of a mission.

Response: "I always say, unless it says somewhere in the rules, and it really should for something so important, that they can't do this, then they can. You could ask them to play nice and leave it behind, but I don't see why they have to. In my experience as a player, if they didn't say I can't pick up random crap I find on the field, I pick up every piece of odd trash I find. You never know. So, if it isn't stated in opening meeting or on a rules sheet, they are just playing the game."


Player at game start on Sunday is playing w/o tape.

Response: "There should be a morning meeting, and it should be announced that everyone needs to wear their teams color of tape in whatever fashion the game producer decides is adequate. If you see them without tape, make sure they get some on. Again, this is all assuming it is mentioned in the rules. I have played in games where it was not."

Mission team shows up to start mission, but had no mission card

Response: "They are S.O.L., as far as i am concerned. No mission card, can't do the mission. Simple as that. They can try to get the card or have someone bring it over, but you have to have it."

Mission team shows up at mission objective to score mission, but is missing required prop (and you think the prop ref hasn't made this drop yet)

Response: "This isn't the players fault, and would have to be remedied by the Refs, producers or field management. You have a radio....let someone know that the players can't play if the props aren't out. If you find it was dropped, then who knows. That's part of the fun."

Player overhears info on ref channel as the ref had radio turned up - and player acts on info.

Response: "Well, the info shouldn't have been shared in that manner. Can't blame them for hearing it...you can't "Not" hear something, if it is right there. Again, you could ask the players to be honorable and not act on the info, but not much you can do."

Player overhears info while talking to producer and acts on info.

Response: "Same answer....not the players fault. Ask them to be a role player and only act on what they learn through the game. Not the players fault, but hopefully they will play with some integrity."

Players return to base on Sunday at game restart, and no base ref is there to start the game, or the base has no working radio.

Response: "Big ol' screw up on behalf of the staff. If you see them, and you have a radio, let someone know. If you don't.....well, what do you do. If the game is starting and you and your crew have failed the paying players, get them in the game somehow."

 

 

CHAPTER 8
81) Personal Code of Conduct

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.