Generation Kill: Scenario Overview
Based on the
book by Evan Wright (which was the basis for the
HBO miniseries), 2009's Generation Kill: A Bad Day in
Baghdad was a hybrid between a Big Game and Mil-Sim
paintball
scenario.
In 2010, the game will be a Big Game
paintball scenario with the missions and situations of a mil-sim
event but none of the mil-sim restrictions. The game will have
four factions in play...
- The Marine 1st Recon Unit
- the elite of the Marines moving through Afghanistan, one
screwy mission at a time. The Marines will operate under
Big Game Rules this year with
specific scenario missions and objectives to score points.
- The Taliban & al Qaeda -
The worst terrorists the world has to offer have seized
control of Afghanistan and viciously attacked America.
Murder, torture, rape and human rights abuses are their
stock in trade. And yet, in 2000, have banned the
production of opium. Go figure.
- The Pashtun Mafia - An
organized collection of corrupt politicians and former
military, these drug cartel lords are losing billions
due to the Taliban's ban of opium production, but in the
end, they don't want the U.S. War on Drugs hindering
their profits either. In an effort to reclaim their drug
empire, the Pashtun have assembled an army of Afghani,
Iranian, and Pakistani mercenaries to rid themselves of
both the Taliban and the U.S. forces, but aren't above
making temporary alliances with either side to gain an
advantage.
- The Afghani Citizenry -
struggling to stay alive and willing to work with ALL sides just to survive. The
Afghani citizens
will be played by ref/roles players and while they MAY
be non-combatants, they will be active participants in
the game play. They can be informants, spies, suppliers,
supporters, and even suicide bombers. You will need them
to win and killing innocent Afghani's will cost you
severe points.
We looked at what makes a game "good" from a players
perspective (and our things we can influence).
- Minimal lines - we are partnering with
Command Decisions who do some of the largest games in
the area and excel at minimizing wait times for chrono,
sign in, air fills, and paint lines. We will have
multiple check in lines and personnel directing you to
the fastest place to get you signed in and ready to play
paintball.
- Minimize Cheating - there is nothing we can
do to eliminate this from paintball. Some people simply
have no honor. What can you do? What we did was...
- reduce the size of the playable area so
it is not a mile long trek to get off the field and
repaint and air. It also concentrates our referees
to a smaller area.
- Add as many DZ's and spread them as equally
as possible to make it easy to respawn. This
minimizes the temptation.
- Plenty of referees - our role players
will double as refs and will always be where the
action is at, as well as regular CDWC refs working a
zone pattern to cover the whole field. We
should have more than 1 ref for every 20 players.
- Punish wipers and cheaters with immediate
expulsion from the game based on the referee's
call. Zero tolerance.
- Maximize Fun - we are...
- Adding an hour to the front end of the game to
give you more paintball for your money.
- Changing the kill shots to below the knees and
elbows and NOT guns so that you can stay on the
field longer and minimize the number of DZ treks up
and down those hills.
- Allowing all players to carry as much paint as
they like.
- Making the missions NOT be Capture and Hold to
minimize "guard duty" of uncontested bases, allowing
you to be in the fight as much as possible.
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