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Dark Side
11-17-2007, 08:26 AM
I have recently begun building props for a Scenario game I'm producing at my home field.

The first Prop I built is for lack of a better term a "screech bomb" It takes 2 pieces put togeather to go off. It's only a couple of ammo cans, 2 switches, some wire, and 2 god awfully load smoke alarms. A team has to find, put togeather, and then set off for the "X" building to explode. I figured with the amount of dry wilderness around smoke bombs were out so I came up with this.



I get pics up later.

I'm fishing for idea's that others have come up with to make these games better for everyone. Pics are very helpful.

p8ntball72
11-17-2007, 12:24 PM
props for the most part are a "visual" enhancement for the game as the general playing public {IHO} could care less to what has been put together in the way of props.

In my experience props have been destroyed, stolen, or down right overlooked by players, and Most players have no respect to what went into the construction of the prop, and had no idea what it was even for.

I applaud anyone that takes the time and investment to bring more to the "scenario" in the way of props and costumes...

My general rule for props has been, Keep it simple.... decoding, disarming, and assembling for the most part has never worked on a large scale for me or the productions i have been involved with.

Visual props have just as large of an impact on the game as ones that actually work if you maintain the consequence's on the production side.

This is a small IED type prop from a recent game.
http://img219.imageshack.us/img219/2527/picture002rp7.jpg

We issued a mission to "find" the box and report its location... 5 points
We then issued a mission for the demo man to "defuse"...5 points

all was to be done with the headref as an observer to insure the prop was undamaged and that the missions were completed on time.
This also gave the demo man an opportunity to "role play" the prop with the head ref. {what wire do I cut}

Doing this we were able to play the same prop with different objectives the entire event and we are able to use it in future games.

Good luck with your props and don't get discouraged if they don't play well the first time... players will eventually understand the importance of props and role playing, if they ever want to win.:)

Dark Side
11-18-2007, 04:22 AM
I completely agree with the need for a ref having a full visual of the prop while a mission is in play. I'm using for the most part cheap pieces for the prop. So if it does get destroyed (which might be difficult seeing how the lid will be bolted shut) oh well, I have more stuff to throw into it.

Mann
11-18-2007, 11:21 AM
just pretend. paint a 1' 2X4 bright orange.

t0nnn
11-19-2007, 03:12 AM
my field ran a mini scenario game this weekend. They had a full size stunt dummy that weighed a ton lolll...it was great seeing people trying to lug it over their shoulder and back to their base. Thought it was a pretty cool prop to use a s a hostage rescue type mission like they did

pepple84
11-19-2007, 08:45 PM
the first game my shop put on (my team reffed) most of the players ignored the props or didn't find many. the second game we hosted, numerous players got involved in carry props back and even trying to steal the other teams props at their base. we used stones painted gold (gold nuggets), empty paint boxes (ammo), empty first aid kits, and we even made a missile (nuclear warhead was detachable)

one other idea we used was to assign a ref as a demo man. we armed him with rocket launcher and the mission was to capture the demo, escort him to the enemy base, find rockets for his rocket launcher, then he would shoot the enemy base to blow it up. if you think players get puzzled when they see a prop, you should see how they act when they encounter a person:p

we learned that the more you describe the props, how they can be used, and use them for points, more players will get involved and this can enhance the whole storyline and overall gameplay.

MedicDVG
11-20-2007, 01:47 AM
One thing that was cool at a game I played on was an "Airlift" or "Airstrike" prop.

Basically all it entails is some PVC pipe, elbows and some red flagging tape. Basically you make a square with the pieces. How its used is that x number of players can hold onto the square and they are considered "in a chopper". You have a limited amount of "fuel" to fly from one place to another. The neat thing about this is that when you are in the chopper you can not be shot out, but you can return fire. We used this idea to 'evacuate' our base when we were about to be over run, and we were able to shoot the **** out of the assaulting troops. Seeing as we had a 15 minute re-insertion, we 'flew' to the enemy base, where all the 'dead' red team players were, and assaulted their base, killed their general and stole their props and cash.. lol

Of course we ran out of fuel on the way back and had to fight our way back to the base, with me on body guard for our general, but it added an interesting element to the game.

I think Viper scenario productions came up with the idea first, and the group I was playing with stole the idea from there.

Another fun game we played once was an 'easter egg hunt'. You start out with an empty hopper. In the woods are easter eggs that have 3-4 paintballs in them. You have to find the eggs, shoot out the other players (and getting whatever paint they may have) until there is only 1 man standing.. I am sure you could modify it to a sapper, commando, behind enemy lines SERE type thing and use "ammo caches" instead of easter eggs..

TnDeathInc
11-20-2007, 06:04 AM
One thing that was cool at a game I played on was an "Airlift" or "Airstrike" prop.

Basically all it entails is some PVC pipe, elbows and some red flagging tape. Basically you make a square with the pieces. How its used is that x number of players can hold onto the square and they are considered "in a chopper". You have a limited amount of "fuel" to fly from one place to another. The neat thing about this is that when you are in the chopper you can not be shot out, but you can return fire. We used this idea to 'evacuate' our base when we were about to be over run, and we were able to shoot the **** out of the assaulting troops. Seeing as we had a 15 minute re-insertion, we 'flew' to the enemy base, where all the 'dead' red team players were, and assaulted their base, killed their general and stole their props and cash.. lol

Of course we ran out of fuel on the way back and had to fight our way back to the base, with me on body guard for our general, but it added an interesting element to the game.

I think Viper scenario productions came up with the idea first, and the group I was playing with stole the idea from there.

Another fun game we played once was an 'easter egg hunt'. You start out with an empty hopper. In the woods are easter eggs that have 3-4 paintballs in them. You have to find the eggs, shoot out the other players (and getting whatever paint they may have) until there is only 1 man standing.. I am sure you could modify it to a sapper, commando, behind enemy lines SERE type thing and use "ammo caches" instead of easter eggs..




Now that easter egg is badd ***.
We did a civil war day where you could not have hoppers and everyone was given a baggy with 50 paintballs in it to last 2-3 hours. Talking about having a hoot. When out of ammo you just became a target. I fired so much air at people making them duck as i moved up for a kill shot. After that we went to regular hopper play. We also formed lines in a feild and each team took one shot at a time in unison to see which team won north or south.

Dark Side
11-21-2007, 11:31 AM
Thanks guys. I'm planning this as a Red vs Blue Event so I'll be taking some funny moments from the seasons and using them as missions.

\ sneak into the Blue base and get the head light fluid.
\ Rename the tank Sheila.

I've got a few others.