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View Full Version : You too can plan a successful OP/ Game



Maple
02 Nov 05, 12:14 AM
My idea is to start a thread in which we can discuss what it takes to plan a OP/ game. There seems to be a small group of people who put on the majority of OPs, but it doesn't have to be that way. It'd be nice to see some other individuals or teams planning games. I know you all have ideas for a game, it's just pulling it off is harder than you may want it to be.
I have only run one game this year, with TMI next weekend being my second. Why did I decide to do another OP, simple, it is rewarding when you pull it off and people tell you that they had fun.
So by no means am I some kind of master game planner, but here are a few of my suggestions and please feel free to add your own.

1. Planning, Planning, Planning. Make sure to have a good game plan. Plan for things to go wrong, and plan on what can be done to fix them. No, you can not foretell every possible thing that could go wrong, but have a backup plan. If a mission objective is achieved quicker than you hoped, have a side mission you can run. If a team can't achieve an objective, have some way of helping to move along the skirm. Plan ahead.
2. Even simple props make a game more fun. Buy, make, build a couple of props and people will react fondly. For instance, Timmay provided some nice looking props at OP:RD and i personally thought they added some flair to the game.
3. Have a story to go with your OP. It only takes a few minutes to create a clever background as to why the teams are doing what they do.
4. Expect nothing. Sometimes the great idea you have may not be great to others. Sometimes you get 100 people at your skirm, other times you get 10. Don't let it bother you. Just remember, you are doing this for both yourself but more importantly for the other airsofters. Your reward for putting forth the effort is going to be in thanks, not in money.
5. Remember, basically every game is a hyped up version of capture the flag. Whether that flag may be bomb parts, a hostage, a down pilot, whatever, it all basically is capture the flag. With that said, try to think of a clever way to capture the "flag". Have multiple "flags" that need to be captured. Throw a monkey wrench in the middle of the game, making the teams have to re-think how they will capture the "flag".
6. Broad appeal. try to plan the game with something for the masses. Not all people like heavy shooting games, and not all like heavy tactical/ sneaky games. If you plan a spray and pray game, expect some people to not want to go. Same for a sneaky game. If you want a lot of people to show up, try to make a game that appeals to all sides.
7. Have your team or friends help you out. Have them assist as OCs, play character parts or just general assist you with the game prep and setup. A lot of people shy away from character roles, even though they can be some of the most rewarding experiences. Hell, some of the best games I played in were as characters. Dick Spangler (BH Wars) and Bryan Adams (OP:RD) come to mind.

I guess I'll shut up now. Those are a few of the basic lessons I have had handed down to me on how to pull off a good OP.
Feel free to pipe in with your own ideas or simply to tell me to shut my mork hole.
-maple

Black_Kade
02 Nov 05, 04:56 AM
One thing, dont morking forget your mission briefing at home and pull it out of your ass at the game like me.

It worked OK, but it could have been better since there were a couple key points I forgot to mention and had to do over the radio.

BTW, good Idea for a thread Maple.

Mr. Crow
02 Nov 05, 05:57 AM
Ok, I have done 3 now and all went off well, so i can say i have some experience in this relm, and it is actually my favorite of my airsofting experience.

Here are my tips (keep in mind I will not reiterate maple's tips as we have many that are similar):

1. Have an open archetechture. That means have goals that are specific, but never include method. Leave that up to the participants. They will sometimes surprise you as to their abilityto think outside the box.

2. Have people you trust in key points. Even then it doesn't always work, but it helps when people with leadership qualities are in leadership rolls. i will refer back to Fallen Angel. Kennedy has a natural leadershipness to him. The people that were there to get their assignments and do them, did them. And the people who were there to run around aimlessly wasting ammo, did that. Concidering his team was around 60/40 players to retards, I think he did remarkably well. (Until he trusted Omega1) but even the best commanders make strategic mistakes.

3. Have enough play room in your "cheap fiction" to allow changes. You may find that one team is just dominating and you want to even it out. But if you have a story that doesn't allow any wiggle room, frustration will take over and you will loose control.

4. If that happens, or if the tasks are acomplished way before you anticipated, do not be afraid to statr over with a shuffeled deck.
My first event was called Murphy's Law and it was at the dragons laire. I don't remember all of the event details but to my surprise we were done with all three scenarios at noon. So we had lunch, switched sides and did it again, and the players enjoyed doing both aspects.

Just remember, it is your event, so don't ever be afraid to take charge and geterdun!

Vigilante
01 Dec 05, 01:49 PM
Maybe this should be pinned or stickied?