Well I finally got to play a classic scenario (think Dollack/MXS/Black Cat) at Sherwood Forest last weekend and it was the most fun I've had playing ever. I grew up in Canada at the height of Scenario paintball (5000 player DDays, Shatnerballs, Fort Blanding games) and only read about those epic games in the magazines. Playing it was great, even with less than 150 players. It was a rainy weekend on the same weekend as Monte Cassino and Supergame West, as well as a few other smaller big games locally, so im sure that effected turn out too.
The theme of the game was taken from the RPG Deadlands Reloaded and takes place around 1879 in the "Weird West." Think spooky spirits and scary monsters in a steam punk spaghetti western universe.
The Field: Sherwood Forest... better than Disney World and a whole lot closer to me (near London Ontario). There's a three story castle, church, mausoleum with tunnel, ponds with bridges, and comming soon, pirate ships and a hyperball dragon. Flush toilets, free camping, 4500 fills all weekend, fresh valken paint, food vendor on site. Now that that's out of the way, on to the game.
The Game: I was the (Red) Wasatch Rail Road XO and a named role player (Makes Widows Cry, aka Redden White), Damage Inc played the Apache 3rd faction, and two railroads (Wasatch and Bayou Vermillion) battled it out all weekend. Nightplay was canceled at 10pm due to crazy lightning, but we were back at it for 6:00 am.
General scenario rules of play governed the game, while the Deadlands rules addendum explained the game mechanics. Standard MOSs were available; engineer, demo, medic, sniper. Each role player had special abilities they could spend ghost rock to use. The red team wanted blue out of the area, the blue team wanted to expand their railroad into the area, and the Apache worked with scary demon spirits to bring about the end of days with a possesed gunslinger named Stone (Joe Stayback, field owner) by raising the overall "fear level" of the game.
The gold or money for the game economy was "ghost rock" (spray painted lava rock) and once refined at base (read - collected by an engineer in a beach bucket with small shovel and delivered to HQ) was used to buy stuff. Sniper rifles, whirly gigs (gunships), horses, and anything else a budding mad scientist or spooky voodoo Baron may need were all available. Props were "relics" and unlocked more spooky powers once identified. Role players could pistol duel each other in the OK Corral, indians could duel with "larp-safe" foam knives. Winners were given extra or stronger/cheaper powers, losers had "backlash" or negative effects during the duel i.e. shoot backwards, start on knees, etc.
The Reffing: Some refs had a steep learning curve to overcome, but that's probably because this style hasn't been played since 2008 or so. They picked it up quick with guidance from the veteran Sherwood refs and the ultimate ref really put some miles on that golf cart.
The Players: it was great to see members of The Deplorables, Mutant Paintball 313 and The 13th Legion play against some of the older teams like The Rats/Twisted Harlequins, In Contempt, and Team Capital Offense. We even had rentals on both sides going at each other like their lives depended on it.
The Score: Red Wasatch Railroad 21700. Blue Bayou Vermillion 18050
You can catch the full AAR on the Mutant Paintball 313s YouTube page, next Friday will be a special commanders edition.
The theme of the game was taken from the RPG Deadlands Reloaded and takes place around 1879 in the "Weird West." Think spooky spirits and scary monsters in a steam punk spaghetti western universe.
The Field: Sherwood Forest... better than Disney World and a whole lot closer to me (near London Ontario). There's a three story castle, church, mausoleum with tunnel, ponds with bridges, and comming soon, pirate ships and a hyperball dragon. Flush toilets, free camping, 4500 fills all weekend, fresh valken paint, food vendor on site. Now that that's out of the way, on to the game.
The Game: I was the (Red) Wasatch Rail Road XO and a named role player (Makes Widows Cry, aka Redden White), Damage Inc played the Apache 3rd faction, and two railroads (Wasatch and Bayou Vermillion) battled it out all weekend. Nightplay was canceled at 10pm due to crazy lightning, but we were back at it for 6:00 am.
General scenario rules of play governed the game, while the Deadlands rules addendum explained the game mechanics. Standard MOSs were available; engineer, demo, medic, sniper. Each role player had special abilities they could spend ghost rock to use. The red team wanted blue out of the area, the blue team wanted to expand their railroad into the area, and the Apache worked with scary demon spirits to bring about the end of days with a possesed gunslinger named Stone (Joe Stayback, field owner) by raising the overall "fear level" of the game.
The gold or money for the game economy was "ghost rock" (spray painted lava rock) and once refined at base (read - collected by an engineer in a beach bucket with small shovel and delivered to HQ) was used to buy stuff. Sniper rifles, whirly gigs (gunships), horses, and anything else a budding mad scientist or spooky voodoo Baron may need were all available. Props were "relics" and unlocked more spooky powers once identified. Role players could pistol duel each other in the OK Corral, indians could duel with "larp-safe" foam knives. Winners were given extra or stronger/cheaper powers, losers had "backlash" or negative effects during the duel i.e. shoot backwards, start on knees, etc.
The Reffing: Some refs had a steep learning curve to overcome, but that's probably because this style hasn't been played since 2008 or so. They picked it up quick with guidance from the veteran Sherwood refs and the ultimate ref really put some miles on that golf cart.
The Players: it was great to see members of The Deplorables, Mutant Paintball 313 and The 13th Legion play against some of the older teams like The Rats/Twisted Harlequins, In Contempt, and Team Capital Offense. We even had rentals on both sides going at each other like their lives depended on it.
The Score: Red Wasatch Railroad 21700. Blue Bayou Vermillion 18050
You can catch the full AAR on the Mutant Paintball 313s YouTube page, next Friday will be a special commanders edition.
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