Exactly what the title says, post up different ideas for scenario play. Whether it be variations of existing play styles or your own, off the top of your head game. Try to keep it to a playable idea, as this thread will be used by me, and hopefully others to implement in their areas.
Here are the list of Game Types from Wikipedia, I'm sure you've heard of a lot of these but it may spark some new ideas, also I'd really like to write a couple Black Ops scenarios if you'd be down for that.
Demolitions
In this game there are two bases, and an object to represent a satchel charge. The charge is placed in the middle of the field between the two bases. One team begins in each base. The goal is to take the charge to the enemy's base. When the charge reaches the enemy's base and remains untouched by the enemy for 2 minutes (depending on rules), the enemy loses. If the charge carrier is eliminated anyone can pick up the charge.
Hostage rescue
There are two teams: the Guards and another team divided into the Hostages and the Rescuers. The hostages are typically placed in different locations. The rescue team can carry extra weaponry to the hostages. The hostages can attempt to flee but are then subject to elimination.
Officers
There are two teams, and one team has an officer. The other team hides in thick terrain with sniper rifles or assault rifles. When the attacking team sees the officer they fire. The teams should be heavily weighted to the defense, especially if the attacking team has automatic weapons, because the attacking team is hidden and hard to defeat. Often the objective of the defending team is to transport the officer safely from one location to another, so the attacking team loses if each of them is killed, or if the officer safely reaches the objective.
Traitors
A Capture the Flag variation. The judges discreetly choose one player from each team that is given both teams' team-markers. The adjudicators inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors may change team anytime they choose.
[edit] Manhunt
A voluntary player is the prey and the rest of the players are the hunters. The prey wins if he can reach a specified place within the time frame. The hunter that shoots the prey wins. The hunters may not shoot each other.
Prison break
A small team of players (the prisoners) shall travel through an area that is guarded by the majority of players. The prisoners may not have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is considered a winner.
Commando raid
A small group is the commandos. The rest of the players are divided to guard the objectives. Each objective should be guarded by the same amount of guards as the commandos are. The commandos are taken to a small zone outside the game area. This is their Insertion and Extraction Point. When the commandos have finished with the mission, at least 1/3 has to return to this zone or they cannot win. The commandos are informed that they have to reach a point in the game area, the "Drop zone", where they will find information about what target they should attack and find the Flag. When they have taken the Flag from the objective they should leave the "Flag" at the "Drop Zone" and then return to the Extraction Point. There should be a time limit. The guards can barricade themselves and send out patrols, but not leave the objectives unprotected.
Paratroopers
1/4 of the players are the paratroopers and are blindfolded and taken out to their "Drop Zone". At the drop zone they are given a simple map over the area. The other players are split to defend 3 objects in the area. The goal for the paratroopers is to "take out" an objective by stealing its Flag and return with the Flag to the "Pickup Zone". When the judge at the "Pickup Zone" has the Flag the paratroopers have won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.
Killing house
A player or a small team shall clear a house that has been rigged by the organizers in the shortest time possible. Each room must be clear of targets but no friendly targets can be hit.
Trenches
A rectangular area about 50x125 m is divided into 10 sectors, 2x5. The two teams should start on the opposite short sides of the field. The team that controls the most sectors when the game ends, wins. It takes at least 2 men and no enemies in a sector to control it. The 'flesh wound rule' is used.
Drag the doll
A doll (stuffed and man-size) is in the middle of a square arena. The arena is open and flat, but with a lot of debris for cover. Each side is the start for a team of 3-6 players. The goal is to grab the doll and drag it to your side. This game is supposed to be intense and fast. It is, essentially, an arena version of CTF.
Mogadishu pilots
A small group of players 2-6 must remain in one small area and defend their lives and each others, against all the remaining players. Defending team should be better equipped. Attacking opponents should have superior numbers.
Back to basic
A game where only spring pistols are allowed. Ammo can be limited.
In addition to variations in gameplay, players may also choose to decide upon other factors, such as what real-world or imaginary force each team/player is intended to represent, which can affect chosen weaponry or gear.
Knock out
This game played almost identical to basketball knock out. One player goes out and hides, then another player goes out to find him. The object is to shoot your enemy. If you get shot you get eliminated. The other player hides and another airsofter searches for him and so on and so forth. Winner is the last one standing.
One player from one team is randomly selected to be the VIP. VIP is only allowed a pistol as their weapon (VIP‘s may not pick up ‘dead‘ player weapons). Objective is for opposing team to kill the VIP before he reaches his extraction point, and for VIP to protect VIP from being killed. Once VIP reaches his extraction point or is killed game is over. VIP would flip flop teams from game to game, and VIP must be randomly selected to add a challenge. No person should be the VIP twice in a row.
Conquest:
Field is laid out with multiple check points, object of the game is for one team to control all check points. All check points are open at the start of the game. When a player enters an open check point, he must wait 30 seconds, defending if necessary. When the 30 seconds has been reached, he places his teams color onto a designated area in the check point (viewable by refs, and other players, a stake with a clothes pin attached would be ideal). If an opposing member enters an opposing team controlled check point, he must gain control of it by waiting/defending that check point for one minute (30 seconds to open the check point, and 30 seconds to gain control). If the player is killed before the first 30 seconds is up, then the check point remains controlled by the opposing force, if killed after 30 seconds but not before the entire minute, the check point is then open for gain by either team. If wounded while attempting to gain control of the check point, the clock stops, and will not resume until either reached by another team mate, or healed by the medic.
Capture:
The objective in capture is to gain control of the opposing teams base of operations. A time limit would be enforced (30-60 minutes with re-spawning in effect) the teams would battle forward allowing one or multiple players to reach the opposing teams base. Once there they must hold control for 1-5 minutes (to be determined by field operators day of game). Once control of opponents base of operation has been achieved the game is over.
Retrieval (points based, re-spawning in effect):
The objective in a points based retrieval game is simple, the team with the most retrievals wins. Before the game an official would place an item (bomb, documents, etc) in a central location. The objective would be for each team to try and retrieve the item and return it to their base. Immediately after the item is returned to their base, the game is paused. Players remain in their locations at the time the game was paused. The person who brought the item back would be at the base. An official would again place the item in position (same or different as long as its centralized) and the game would then be re-started with players not having to return to base. The challenge in this game is that if you only have one or two runners, and they run the item to the base, they must restart the game at the base, adding a challenge for players, and making the teams work as such.
Re-spawning can be done in a number of ways, this would be at the discretion of field officials for the game type being played.
A ‘dead’ player returns to his teams starting point for a designated amount of time.
A ‘dead’ player returns to a designated re-spawn point for a designated amount of time.
Multiple re-spawn points on one field. Each teams base would serve as a designated re-spawn area for their team only. However, there would be one or more re-spawn locations open for either team to use, in some cases having opposing players re-spawning at the same location simultaneously.
A ‘dead’ player returns to a re-spawn area or his base, once there he must wait a specific amount of time, or until a specific number of his teams players return to the same location for re-spawning. (i.e.: a player must wait five minutes to re-spawn or until there are a total of 4 members of the same team in the same re-spawn location. This means if 4 players are taken out simultaneously, and all return to the same re-spawn location, that they can immediately return to battle. If two players go out simultaneously they must either wait 5 minutes, or until two more members of their team return to the same re-spawn area, which ever comes first.
Medic Rules:
This is a variant that could be implemented if wanting to play more of a simulation style game, and avoid one shot kills.
Wound Zones:
There are 3 wound zones; light, critical, and fatal.
LIGHT WOUNDS
Any arm or leg shot is a light wound. Lightly wounded may still shoot. Light wounds can be healed by anyone on their team. Another team member can heal a light wound in 15 sec with 2 hands and 1 min with 1 hand. The wounded can heal themselves after 5 minutes without medical attention. Players with light wounds may speak freely and provide teammates with game sensitive information. Players with light wounds may heal another wounded player, but may not move more than 2 body lengths from point where wound was incurred. Wounded may move further with assistance from allied forces (arm of the wounded player must be draped over allied team member). Wounded may not be healed and moved at the same time.
CRITICAL WOUNDS
Any body shot from the waist to the bottom of the neck is a critical wound. Critically wounded may not shoot unless healed. Once wounded, the person calls for a medic. Only a medic can provide medical assistance for a critical wound. To heal a critical wound, the medic must place two hands on the wounded for a consistent 30 sec. or one hand for a consistent 2 min (if the healer wishes to fire while healing). Critically wounded players may speak, but only about the nature of their wound, no game sensitive information may be exchanged until player is healed. A PLAYER MAY ONLY BE HEALED FROM A CRITICAL WOUND ONE TIME PER GAME. IF ANOTHER CRITICAL WOUND IS RECEIVED AFTER THE FIRST ONE, THAT PLAYER IS IMMEDIATELY CONSIDERED ‘DEAD’ AND THEREFORE OUT OF THE GAME.
FATAL WOUNDS
Any head shot from the base of the neck up is a fatal wound. A fatal wound cannot be healed. If you are fatally wounded, you must declare yourself dead immediately, and return to your teams base of operations. If re-spawns are not in effect, ‘dead’ sit the remainder of the game out.
CONTACT WITH OPPOSING TEAMS WOUNDED:
Physical contact between live player with enemy wounded, kills enemy wounded instantly. ‘Dead’ player must return to base of operations and follow established game rules from that point.
MOVEMENT WHILE WOUNDED
Team members with a critical wound may move one body length unassisted from the point they were shot. Wounded may move further with assistance from allied forces (arm of the wounded player must be draped over allied team member). Wounded may not be healed and moved at the same time.
Multiple Medic:
Multiple medics may be used in game play. Medic rules designated on a game by game basis by field officials. Players with more than light wounds (or if using one shot kills) may not be healed by anyone other than medics. Medics may not heal themselves. If one medic is wounded, he may be healed by second medic, and return to his duties as a medic. If both medics are wounded, they cannot be healed and are therefore considered ‘dead’ and must return to base of operations. If both medics are ‘killed’, no team members can take over their duties as medic, and if players are wounded after all medic’s death, the player in question is considered ‘dead’ and must return to base of operations.
Heres how this plays out, first this is a free all game you dont have allies. At the start of the game everyone draws a small bit of paper from a hat,box whatever. On that paper is how many rounds your allowed to take into the field this can be as small as 10 to 1000. On the field is hidden (sort of) other papers that allow you to add more bb's. Naturally this is played assuming you have honor to play fair.
Other one is much more devious. Mystie Assisan. At the start of the game teams are chose by drawing out paper from box, hat you get the point the color you get puts you on that team now the fun part one of those papers (one for each team) has a extra mark what ever that denotes you as an assasian but for the other side. no one will know who it might be on their team talk about parnoia. Strike when you want re-gen rules as needed.
The Great Rabbit hunt game, (we did this as part of a easter game) one person is picked to be the rabbit s/he may take what ever into the field they get a 5min head start. Now hunters go out into the field 2 by 2 and must stay together. if the rabbit should blast a hunter that hunter instantly becomes a rabbit 30sec grace period to get safely away from the other hunter, if the rabbit is blasted hes gone and the hunters eat good that night. This goes till all rabbits are dead or all hunters. Also to make this gun we handed every one rabbit ears to wear.
Terminator airsoft style. one person picked to be the killing machine. Stock up your not coming back to the staging area any time soon. Now a ref is deffently needed for this one. somewhere on the field is the only gun or clip your choice that can stop and destory the terminator, you have to find it before he does. Now should he find it s/he may only move to 15feet of it special engery barrier prevents him from doing soo, (thus the reff). Now the killing machine dont get to run, jump or hide why would you supposably unstoppabble. There is a temp way to stop you some brave soul has to get close enough to tag you this is like a temp shut down while he reboots, cant post a human to keep tagging as after reboot hes technically amune to this for 2 min. spend that time looking for that special item to stop him. Now to make it more fun there can be teams each battling the other to get that speical item first (talk about chaos) if a human is shot take 2 hits to kill them (go back to staging area wait 5min back in game) if once you stay in place yell for your medic, simple touch puts you back in play. I have found best to run this on a time limit.
I have a book over 200 possible games to play not one of them is a mil-sim I'll post later,
God Bless.
Alien vs. Predator: Ok for this game one person is an alien and another the predator. as the name suggests they are on opposite teams. Then there is a third team, the human team. This is a team that should not have superior weapons. Ex. ailen and predator have AEGs, human team has spring shotguns. As long as the Alien and Predator have superior gun it works, but not necessary depending on who's playing The goal of the game is for one of the teams to be the last one standing. Alien and predator go out into the field and hide on opposite ends of the field, they have 5 minutes to do so. Once the 5 minutes are up the humans go out into the field and look for the ailen and predator. Alien and predator are alowed to stalk the team of humans and move around once the 5 minutes are up. A variation of this is giving the alien and predator more health if they dont have superior weapons and making humans use a medic.
Hold the Fort
Basic Idea-In this round the offensive team (invaders) attempt to take control of a specified fort or eliminate the defensive team (defenders). If they get inside the fort for a full 10 seconds of eliminate all defenders. The defenders win if they kill all invaders.
Armament:
Invader Team-Basically anything short of a SAW.
Defender Team-Go for high-cap because they can rush you and if you retreat because you are reloading you probably will lose.
Setting up The Round-The defenders start in the fort. Invaders go far away across the fields. The defenders can bring up to 3 or 4 (depends on the guns) per person.
Escort
Basic Idea-A designated V.I.P. is to be transported across the field on a predefined course. The assassin team follows their main objective to eliminate the V.I.P. The body guards try to do everything to save the V.I.P. including giving up their lives.
Armament:
V.I.P. - Uses just a pistol.
Body Guards-Stick to assault rifles like M16’s, AK’s, G36’s ect.
Assassins- Use anything as long as at least one carries something long rang and accurate. Like snipers of anything else accurate.
Setting up The Round-Decide on a course, then give the assassin team some time to plan then some more for them to hide. Send the other team on the course. Have them act as if they know nothing of the other team.
Prison Break
Basic Idea-A group of prisoners outnumbering the guards start lightly tied up except one sty to over power the guards. The untied one unties all the others and they obtain weapons. Their weapons should be only pistols and few shotguns. They attempt to use stealth, cunning, and teamwork to kill the guards and win.
Armament:
Prisoners-They use pistols and shotguns. There should be about 1 shotgun for every 2 or 3 pistols.
Guards- They can use anything that’s not too good.
Setting up The Round-The guards don’t know the prisoners are out until something gives it away. Their main goal is to take all the prisoners dead or alive preferably alive. The prisoners are trying to do the same
Extraction
Basic Idea-A group of players tries to stay alive under overwhelming odds. It doesn’t matter what their disadvantage is. The only way for them to win is if any of them make the decided amount of time or if they enemy team is completely eliminated, which shouldn’t happen unless some kind of freak accident occurs. If they kill the enemy team without a freak accident, make it HARDER for them!
Armament:
Players are armed with whatever the other players agree on. This could be their disadvantage.
Setting Up The Round-Set a stopwatch for the decided time. It should be available to the disadvantage team. Give it to one of them and if he dies he can still go keep track. The attacking team can only win if they kill ALL the other team in the timeline.
Supply Drop
Basic Idea- One group is largely outgunned and possibly out numbered at the beginning of the round. The only way to win is to get the supply crate with better weapons and med-packs.
Armament:
-Attacking team uses good weapons.
-Defending team puts all their good weapons in a crate far away(if you don’t want your weapons to be damaged put them in a corner and don’t use them until the crate is back.)
Setting Up the Round- Put the crate far away. Give the defending team a good position with cover from all sides. Give the attacking team a res-pawn point. They should have longer time limits. The crate should be a large object. When carrying the crate you can’t shoot. There are two ways to play. In one once the defending team has the crate back at their positions the attackers cannot re-spawn any more. If you are in the re-spawn zone when
Rush
Basic Idea- Outnumbered gunners must fend off attackers.
Armament:
Defenders- Spring snipers, and light MGs
Attackers- Machine guns, nothing largely long range
Setting Up The Round- The defenders should be set up in a fort with good cover. They should be outnumbered. The attackers should have a wide clear path to the defenders with little cover. They try to rush their way to victory. defenders are allowed to leave fort. First team to eliminate other team wins.
Spy vs. Mercenary
Basic Idea-In this round the offensive team (spies) attempts to eliminate all opposition (mercenaries) by using stealth and teamwork. The mercenaries try to hunt down the spies and eliminate them using heavier weaponry. There should be more mercenaries than spies.
Armament:
Spy Team- This team should rely on tactics, stealth, and their environment more than their weapons to destroy the enemy. They will be using only pistols. And low amounts at that. Like only on or two automatic or C02 pistols or 2 or 3 spring pistols.
Mercenary Team- This team is relying on pure armament and flashlights to win. They can use all that they can carry. If they can use three machine guns as long as they can carry that.
Setting Up The Round-The spies will be let out early just like hide and seek. The mercenaries should wait the agreed time. It differs depending on group experience. Once the time runs out they come out and search for spies.
Two teams, each representing a rival gang, meet at a field. Each leader and his/her second-in-command meet in the center of the field (optional). A fight breaks out, and the teams go at it.
Armament: Weapons should mainly be pistols. A select few may have shotguns or submachineguns, such as an uzi, and even fewer can have Ak47s.
Rules: If a player is hit in the head, neck, or heart, it is an automatic kill. If a player is hit in the chest they may stay alive untill they are hit again or they run out of ammo in their weapon (if they have multiple weapons and are hit then they only get to fire one clip with their secondary weapon). Chest shot casualties cannot move by themselves, but another player can drag them to a different postion. If a player is hit in the arm, the may still fire with their good arm. If a player is hit in the leg they may also fire and they can drag themselves to a different position. The team with the most players left standing is the victor.
Wounded Soldier-
Two teams, a patrol and an ambushing squad. The ambushing squad should be at someplace fortified, such as a trench or a bunker. One player from the patrol volunteers to take point. As soon as the patrol comes into view of the ambushing squad, the ambushing will light up the patrolman on point, and he/she will fall to the ground while the rest of the patrol finds cover. The casualty will still be alive, but may not move from his/her posititon. This scenario is very much like the Drag the Doll game.
Objectives:
Patrol- The patrol must send at least one player and no more than four players to retrieve the wounded soldier by dragging him/her to a spot where they cannot get hit by enemy fire. A designated medic will work on the casualty for at least 60 seconds (medic is recommended to have a stopwatch or regular watch to keep track of time). After th 60 seconds are up the patrol will retreat back to where they started to achieve victory.
Ambushing Squad- After the wounded soldier is hit, the ambushing squad's objective is to eliminate all of the opposing players. After this is accomplished, one to four players will retrieve the wounded soldier ans bring them back to the rest of the squad.
Armament: Players may use what ever weapon they want, but the ambushing squad must have all or close to all automatics.
Pilot Rescue-
A team of insurgent spots and shoots down a helicopter transporting allied troops away from the fronlines. The survivors of the crash can include a pilot, a co-pilot and one to five soldiers. Depending on how many people you have you can elimenate a member from this list. The survivor(s) must hook up with a rescue team, where they will head to the designated extraction zone. The team of insurgents who shot down the helicopter will go search the downed chopper area and eliminate all allied forces there. If they do not find the survivors they will track and ambush the troops along the way to the extraction zone.
Armament:
Pilots- pistol or small SMG
Surviving Soldiers- any weapon from pistol to assault rifle. may include one LMG if the player wants
Rescue Team- any weapon. should be what the typical special forces team would use.
Insurgents-any weapon. AK47 recommended. may use At-4 or RPG if available.
considering my one an only gun is a mini-gun too many people here arnt going to let me play in that kind of game heheh but it sounds like something we did as kids with rubber band guns.
Meth Lab-it dosent matter the amount of people just make it so that there is a small skilled swat team and a larger not as skilled druggy team. Next you will need to get a normal sized blanket witch will double as the meth lab. there has to be one druggy in the meth lab at all times. the druggy in the meth lab can not shoot. the swat team has to take control of the meth lab and the druggys. There are rules of engagment too. The swat team can not fire unless the druggys do bodly or unbodly harm on them. Also the swat team cant shoot at the meth lab, so the lab dosnt blow up. basicaly only return fire and no shooting around the lab for the swat team.Thats about it i think if i left something out and you can tell that i did jsut say