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ROLE-PLAYING GAMES
Many people like to "act out" their favorite heros or
villains strategies using laser tag to keep score. There are two
basic categories for the Role Playing games:
First-person
shooter (a.k.a. Laser Quake, Laser Unreal or Laser Half-life)
Military
scenarios
Concept
for First-person shooter
A lasertag
game where a player tries to go through a house while opponents
try to tag him out, similar to the video game Doom, Quake, Unreal,
Half-life, Duke Nukem, etc.
Number
of players
1 player/solo,
2 or more cooperative, 2 or more competitive
The
Player
Equipped
with lasertag equipment, 10 hits, pinhole lens cover, 4 reloads,
no max blast, no shields
Equipment
I prefer
Laser challenge, V1, V2, PRO or any mix of these. To work well indoors
and not have problems with the Infrared beam bouncing off walls
and hitting hidden opponents and players hitting themselves, a pinhole
cover needs to be added to each of the guns. The cover can easily
be made by taking a piece of cardboard and making pinholes in it
(2mm each, with one in the center and a grid around it, 9 for the
pistol and 25 for the Firestorm) then taping it to the front of
the barrel. If any player has a wide beam powerup, then the pinhole
cover is removed, which allows that player to more easily hit targets
even if hidden. I prefer the player to use the V2 vest and starts
with a pistol and must fire it at single shot rate only. The pistols
have only 4 reloads , but the rifles (Firestorm and EX-D) have 6
reloads and may fire in full automatic. The player may not use maxblast,
shields or any pro codes until he finds the powerup that allows
him to do so.
Opponents
Equipped
with lasertag equipment of varying levels of power and special features.
Example: Number of hits (1-10); maxblast (0, 1, 2 or 3); shield
(0, 1, 2 or 3); reloads (0, 1, 2, or unlimited); reset (0, 1, 2
or unlimited) or have a wide beam gun. Opponents may be "tethered"
and must stay in a certain area/room/floor, or they may be "free"
and may go anywhere. A point system can be devised giving more points
for eliminating more difficult opponents. See the list of Opponent
types at the end. Any of these opponents may be modified to
increase or decrease the difficulty, by adding or subtraction special
features. Example: a Lieutenant with a wide beam or a General with
a pistol
Powerups
(special features)
These
items may be picked up and used by the players. They are scattered
randomly and/or placed in certain strategic locations. I recommend
writing them down on 3 x 5 cards and placing them in easy to spot
location, taping them to doors and walls or hiding them in boxes,
closets or drawers. Examples: maxblast (0, 1, 2 or 3); shield (0,
1, 2 or 3); reloads (0, 1, 2, or unlimited); reset (0, 1, 2 or unlimited),
extra pistol, extra machine gun (V1 EX-D or V2 Firestorm), PRO Vest,
a wide beam gun (remove the pinhole cover for 1,2 or 3 minutes),
a "real" shield that may be carried around, landmine/grenade/lasertrap,
helpers (helpers are players with limited abilities that may be
used as directed by the main player.), scanners (scanners allow
the game master to tell you where opponents, powerups, prizes, land
mines and booby traps are and how strong an opponent is. Scanners
come in different strengths, one time use to unlimited use, opponents
only, powerups only, prizes only, through the next wall only, the
this floor only, whole building, etc.), a shoot back B.A.R.T. on
a radio controlled car or whatever you can dream up.
Prizes
These
can be points (1-999+), keys to open locked doors, clues to a puzzle.
Game
Master
Walks
behind player and makes sure he obeys the rules and keeps track
of the score/powerup usage/time. He should have a map of opponents/powerups/prizes
if the game being played allows a scanner device. He carries a pistol
in Alien, Zombie, Jason/Michael, land mine and booby trap games.
A camcorder would make an excellent addition and would probably
require a game master assistant to run it.
Game
Variations
In all
the games, people takes turns being the "Player" and the
"Opponents"
Gauntlet-Enter
one door and exit at another. Player who gets through the fastest
wins. Alternate version is Get the "Thing"-have
the player finding certain objects before he can exit (prize, a
key to open the exit, etc.)
Free
the Hostage-Similar to gauntlet but must find the hostage. The
hostage can be a helper, but usually has a handicap (only 5 hits,
cant run, blindfolded, etc.). Game over if the hostage gets
tagged out.
Time
Limit-Most points score before time runs out wins. Set reasonable
times like 5-20 minutes, depending on the number of players.
Combat-2
players enter at different doors and who ever survives the longest
wins. The players may shoot each other.
Levels-Devise
progressively difficult levels and see who is able to achieve the
highest level.
I prefer
Free the hostage/best time wins/2 story house/5 opponents (All are
3 hit no powerups/all are tethered until the hostage is freed from
the hostage room/all tagged out opponents are reset when the hostage
is freed/powerups are 2x maxblast, 2x shield, 4x reload, 1x reset/prize
is a blue key to open the hostage room and red key to get out the
front door to exit.
List
of Opponents
| Name
(points) |
Hits |
Max
Blast
|
Shield |
Reloads |
Resets |
Tether/
Free
|
Gun
type |
| Land
mine |
0 |
0 |
0 |
0 |
0 |
T |
1
hit by GM |
| Booby
trap |
0 |
0 |
0 |
0 |
0 |
T |
3-5
hits by GM |
| Rookie
(1) |
1 |
0 |
0 |
0 |
0 |
T |
Semi-auto |
| Veteran
(5)
|
3 |
1 |
0 |
1 |
0 |
T |
Semi-auto |
| Specialist
(10) |
3 |
1 |
1 |
1 |
0 |
T |
Auto |
| Sergeant
(25)
|
5 |
2 |
2 |
2 |
1
after 3 minutes |
T |
Auto |
| Master
Sergeant (40) |
5 |
3 |
3 |
3 |
1
after 2 minutes |
F |
Auto |
| Lieutenant(30) |
8 |
1 |
1 |
2 |
1
after 3 minutes |
T |
Auto |
| Captain
(50)
|
9 |
2 |
2 |
4 |
1
after 3 minutes |
T |
Auto |
| Major
(70)
|
10 |
3 |
3 |
4 |
1
after 2 minutes |
T-1st
life
F-2nd
life
|
Auto |
| Colonel
(110)
|
10 |
3 |
3 |
4 |
2
after 2 minutes |
T-1st
life
F-2nd
life
|
Auto |
| General
(200)
|
10 |
3 |
3 |
unlimited |
3
after 2 minutes |
F |
Auto,
uses keys |
| Zombie/
Sleestack
(10)
|
1 |
0 |
0 |
0 |
10
after 10 seconds, no walking until reset |
F,
but must walk slowly |
1
hit/sec by GM if contact |
| Alien
(300)
|
3 |
0 |
0 |
0 |
3
after 1 minute |
F |
Claws,1
hit/sec by GM if contact |
| Rambo
(400)
|
10 |
3 |
3 |
unlimited |
3
after 1 minute |
F |
Auto,uses
keys |
| Terminator
Series 101
(500)
|
10 |
3 |
3 |
unlimited |
2
resets immediate |
F |
Auto,
wide
beam,
uses
keys
|
| Alien
Queen
(800)
|
10 |
0 |
0 |
0 |
3
resets immediate |
T
to eggs, F if all eggs gone |
Claws,
Same as Alien |
| Jason/
Michael/
(900)
|
10 |
0 |
0 |
0 |
Unlimited
after 1 minute |
F |
Toy
Knife, Same as Alien |
| Terminator
Series 1000
(1000)
|
10 |
6 |
6 |
unlimited |
4
resets immediate |
F |
PRO
vest, all codes, wide beam,open any door |
MILITARY
STYLE
Each
player starts off as a Private
Players
earn point through missions
Points
may be spent on improving equipment, armor or increasing rank.
If
a player "dies" in a mission he gets demoted to the next
lower rank.
The
"game" may last any length of time, from a few hours on
a single day to a year or even "lifetime"
I
recommend starting fresh every year (or season) and building points
through the year at the clubs weekly or monthly games.
All
players have 2 "hit points". Extra armor may be purchased
to increase your number of hit points.
All
players start off with a "standard issue weapon". This
will vary with different Tag clubs based on available technology,
but it should be the most basic, common and cheapest available.
The
player with the highest rank is the Commander his team. If there
are two players with the same rank then the commander is the player
with the most points. If there is a tie, then they are co-commanders
who split the points after a mission. At the biginning of the "game"
all players start with equal rank, so there is no commander until
some one achieves a rank. Commanders may spend their points to better
equip their team members.
The
basic unit of team organization is the squad.
| Unit
name |
Number
of members |
Typical
rank of commander |
| Squad |
2-10 |
Corporal
or Sergeant |
| Platoon |
2-4
Squads |
Sergeant
or Lieutenant |
| Company |
2-4
Platoons |
Captain |
| Battalion |
2-4
Companies |
Major |
| Regiment |
2-4
Battalions |
Colonel |
| Brigade |
2-4
Regiments |
General
1 star |
| Division |
2-4
Brigades |
General
2 star |
| Corps |
>2
Divisions |
General
3 star |
| Army |
>2
Corps |
General
4 star |
How
to earn points
| Event |
Points |
| Live
through a mission |
+10 |
| Member
of a team that completes a mission |
+20 |
| Commander
of a successful mission |
+30
per squad under your command |
| Points
to the commander for each member "alive" at the
end of the mission |
+10 |
| Commander
of a successful mission in which no members "died" |
+50
per squad under your command |
| Commander
of a team that was unsuccessful |
-30
per squad under your command |
| Points
taken from an unsuccessful commander for every team member
who "dies" |
-10 |
| Points
taken from an unsuccessful commander if his whole team "dies" |
-50 |
The
points are additive. For example the points awarded to he commander
of a 5 man team that successfully completes a mission in which all
team members live, including himself is 10 + 20 + 30 + (5 x 10)
+ 50 = 160
If
only three of the team were "alive" at the end of the
successful mission then the points awarded would be 10 + 20 + 30
+ (3 x 10) = 90.
Each
"living" member would get 10 + 20 = 30 and each "dead"
member would get 20, and would start the next mission demoted in
rank, but still have points towards his next rank or equipment.
Rank
(This
chart is a rough draft and the numbers are approximations at best)
| Rank |
Points
needed to obtain this rank
|
| Private |
0 |
| Specialist |
30 |
| Corporal |
90 |
| Sergeant |
200 |
| Master
Sergeant |
300 |
| 1st
Lieutenant |
500 |
| 2nd
Luitenent |
600 |
| Captain |
2000 |
| Major |
6000 |
| Colonel |
18000 |
| General
1 star |
54000 |
| General
2 star |
160000 |
| General
3 star |
480000 |
| General
4 star |
1500000 |
| General
5 star |
4500000 |
Equipment
(This
chart is a rough draft and the numbers are approximations at best)
| Equipment |
Points
needed to purchase
|
| Grenade |
10 |
| Grenade
Launcher |
30 |
| Long
Range weapon |
30 |
| Wide
angle weapon |
30 |
| Land
mine |
30 |
| Helmet |
30 |
| Body
armor - vest |
30 |
| Body
armor - whole body |
60 |
| Power
armor |
200 |
Description
| Grenade |
Some
sort of soft ball. It may be thrown at an opponent and if
hit, it will do two points of damage. The grenade may be
an electronic device that actually tag the sensor. |
| Grenade
Launcher |
A
device that launches grenades 30-50 feet. (Nerf gun) |
| Long
Range weapon |
A
lasertag gun with range that is greater than the standard
issue weapon |
| Wide
angle weapon |
A
lasertag gun that has a wide beam spread |
| Land
mine |
Some
sort of "triggerable" device that when trigged
either makes a noise, flash or actually tags the opponents
sensor. Trip wire with a bell attached or an electronic
device that can actually tag a sensor |
| Helmet |
Must
actually be worn. Allows wearer to have one extra hit point.
Bicycle helmet, etc. |
| Body
armor - vest |
Must
actually be worn. Allows wearer to have one extra hit point.
Life preserver, etc. |
| Body
armor - whole body |
Must
actually be worn. Allows wearer to have two extra hit points.
Heavy Cover-alls |
| Power
armor |
Must
actually be worn. Allows wearer to have two extra hit points.
Back pack with 2 x 2 liter bottles of water. This armor
may be "recharged" mid game by returning to the
teams base and inserting 2 fresh 2 liter bottles. |
Equipment
purchased by a character is considered "owned" by the
character and may be used in future scenarios, even if "damaged"
in the previous game.
The
Armor rating of different equipment is additive. A player with a
Helmet, Body armor vest, Whole body cover-alls and Power armor back
pack has 8 hit points (2 for his body + 1 + 1 + 2 + 2). He will
also be very heavy burden to carry and hot if playing in the summer.
If a player wearing armor takes a hit equal to his level of armor,
he may remove it, as it is no longer protective. For example a player
wearing a helmet take one hit, he may remove the helmet if he wants
to.
Sample
scenario game
Scenarios
games are special because what happens in one part of the game affects
the next part. This creates a "Christmas tree" pattern
of branching possible outcomes. Usually the pattern is as follows;
1st even battle condition, next favor the defender slightly, next
favor the defender more, etc., creating a progressively difficult
task for the winner. Usually special props and rules can be added
to make the games more fun and real. The following is an example
that can be modified.
Commandos
v Terrorists
1
Find
Satellite debris, Hold this position for 5 minutes while removing
plutonium power supply
if Commandos
win go to 2A, if Terrorist win go to 2B
2A
Commandos
try to get to Landing Zone with the plutonium
if C
win go to 3A, if T win Go to 2B
2B
Terrorists
try to get back to base with the plutonium
if C
win Go to 2A, if T win 3B
3A
With
the plutonium safe at their base Commandos try to destroy Terrorist
Base
if C
win then End of Game, if T win go to 4A
3B
Terrorist
try to put plutonium into water supply guarded by Commandos
if C
win Go to 2A, if T win then End of Game
4A
Terrorist
infiltrate Commando base to steal plutonium. Terrorists must make
it back to their base with the plutonium or eliminate all commandos
to win.
if C
win Go to 4A, if T win Go to 2B
Recommended
playing field: medium sized wooded area about 2-4 acres, or 200
x 200 yards. It should also have at least one location that can
be used as a base to defend.
For the
1st game get 3-5 identical small container (plastic eggs, etc.)
to represent the satellite debris and each team should have a watch
to time the removing of the plutonium from the satellite. Preferably
a neutral person will hide the containers (one containing a piece
of paper saying "Plutonium" and the others saying "debris")
spread out along the middle of the playing field in easy to find
locations. If a neutral person is not available then one member
of the terrorists places the "plutonium" in a container
and then one member of the commandos (without peeking into the containers)
places them in the middle of the playing field. When the container
with the "plutonium" is found, the 5 minutes countdown
starts, and then that team must defend that site until 5 minutes
has past. The "plutonium" can not be moved! If the site
is overtaken by the opposing team then the watch is reset and the
position must be held by them for 5 minutes.
Here
is another scenario game
Trans-Dimensional
Arms Race
A
scenario game for multiple frequencies of Laser tag
by
Peter Montgomery, January 2000
The story
goes that simultaneous battles were being fought on the same battle
field at the same time by The Red and Blue armies in different dimensions.
Due to some strange quirk of physics caused by the intense release
of energy at the exact precise moment a rip in the space time continuum
formed portals that allowed warriors from multiple dimensions to
fall through and wind up in our peaceful little neck o
the woods. The portals split into several copies of itself and now
none of the warriors know which is the original portal back to their
respective worlds. The armies of their home dimensions are trying
to resupply their comrades, but the new weapons keep falling into
this dimension through random portals. Only by controlling ALL the
portals can either side hope to get the weapons they need to win
and eventually return to their home dimensions. If one side can
get control of ALL the portals at once then they can return to their
home dimensions, blow up the portals there and trap their enemy
in the foreign dimension thus tipping the balance of the war in
all the dimensions to their favor.
The
Mission
Capture
ALL the dimensional portals and hold for 5 minutes
The
Enemy
Both
sides will have equal numbers of each type of laser tag gear
The
Troops and Equipment
Any combination
of Laser Challenge, WoW Lazertag, Tiger Lazertag, Sega Lock-on,
etc. The teams should split into squads that contain a mix of sensor
types so that they can attack and defend against any enemy.
The
Terrain
The playing
field will have a base for each team about 10-20 feet from the back
boundary. It will be marked by at least 3 bunkers (a piece of plywood
or cardboard boxes big enough to hide several players behind) The
playing field will have 9 dimensional portals in the following pattern.
One 20-30 feet in front of each base, 3 along the mid-line of the
field and 2 in the middle of each half of the field. See figure
1. The portals will be marked by a plastic plate on the ground,
or some other similar method. There may be bunkers placed on the
field in random locations. Bunkers must be more than 10 feet from
a portal.
Time
and Tags
The game
has a 60 minute time limit. Each player is tagged out according
to the number of tags required by his equipment. Players may go
back to their teams base, reset their sensors and return to
the game. If the base has been destroyed by a bunker buster rocket,
then players from that team may not reset and are out of the game
when tagged out.
Special
Features
During
the game, at 10 minute intervals, the Gamemaster will roll two six-sided
dice and depending on the outcome (2-12) he will place new weapons
in a portal that may be picked up and used on a first come basis.
The order of delivery new weapons will be least effective to most
effective. In this specific game 1st will be short range grenades
(Nerf balls 5-10 feet), medium range grenades (Nerf ballistic Balls
25-30 feet), Long range grenade launcher (Vortex Ring gun 50-70
feet), Medium range Bunker buster (Ram Rocket 50 feet), Long range
bunker buster (Stomp Rocket 75-100 feet). If a grenade touches a
player he is out and must return to base to get sensor reset. The
grenades allow a player with one type of Laser tag gear to tag out
a player of a different type. If a bunker buster rocket hits a bunker
it is laid down by a referee or gamemaster or removed for the remainder
of the game and any player behind it must return base to get sensor
reset. If all 3 of the team base bunkers are hit, then no one from
that team may get their sensors reset and will be out the game if
tagged out.
Figure
1

Starship
Troopers - Role Playing Game
(requires
at least 8 players and is best with 12 or more)
Players
are given roles and participate in combat to earn points.
Points
can be traded in for upgrades such as better equipment or "special
skills" that can improve combat performance.
Player
with the highest points at the end of the game is the winner.
Roles
Drill
Sergeant
Game
master/referee
Mobile
Infantry troopers
Earns
5 points for surviving a mission
Earns
points for being on a squad that achieves victory conditions
No penalty
for "dying", keeps points earned and may earn points for
being on a squad that achieved victory conditions.
Squad
leader
Earns
double points for achieving victory conditions
Earns
2 points for each member of his squad who survives a mission
May use
points to buy upgrades
If he
dies in a mission (not boot camp) he loses all his points and his
upgrades and becomes a Mobile Infantry trooper. The trooper with
the highest point takes his place.
Non-Player
Characters
Warrior
Bug
If a
player is physically tagged by a warrior bug he is "killed"
Eliminated
with 10 tags or one grenade
Tank
Bug
If a
player is physically tagged by a warrior bug he is "killed"
Spews
flames from mouth (water gun or "Nerf Firestorm"). If
a player gets wet, then he is "killed"
May take
down any barrier in his path
Must
move at a walking pace, absolutely no running
Eliminated
after 30 tags or 3 grenades or one Nuke
Butt
Bug
Enormous
bugs that fire explosive plasma out of their butts
No weapon
Vs a trooper and moves very slowly
Brain
Bug
No offensive
weapon
Cannot
move by himself, must be carried by other bugs, it take two warrior
bugs literally holding his hands to move him. This threesome may
only walk, no running.
Equipment
Each
trooper use one lasertag gun and one grenade
Squad
leaders get 2 grenades and long range gun
Nuke-provided
by the Drill sergeant for specific missions
Upgrades
can only be bought for missions (all are single use), Squad leaders
may give upgrades to his squad members to improve their chance of
a successful mission
Extra
grenades can be bought for 3 points each, maximum 3 per player per
game
Grenade
launcher 15 points (comes with 3 grenades)
Med kit
- allows a player to reset sensor, but only if not completely tagged
out,
20 points
Game
sequence
Boot
camp
All players
start out with no points
Points
are earned by passing tests and winning contests
Test
#1 Grenade toss
Players
are given 3 grenades and must hit 3 man sized targets (2 x 4 barrier)
#1 10
feet away = 1 point
#2 15
feet away = 2 points
#3 20
feet away = 3 points
Test
# 2 Grenade launcher test
Players
are given 3 grenades and must hit 3 man sized targets (2 x 4 barrier)
#1 30
feet away = 1 point
#2 40
feet away = 2 points
#3 50
feet away = 3 points
Nuke
launcher test
Players
are given 3 nukes and must hit a cave opening sized target (hula
hoop)
#1 30
feet away = 1 point
#2 40
feet away = 2 points
#3 50
feet away = 3 points
Written
test
Players
must take a test of 5 basic strategy questions one point for each
correct answer
The 2
players with the most points become squad leaders
Squad
versus squad scrimmage
The two
squad leaders take turns choosing squad members
The teams
face each other a game of capture the flag using base flag rules
and a 15 minute time limit
Winning
team receives 5 points to each team member, the winning squad leaders
get 10
All players
that "live" receive another 5 points
After
the game the Drill Sergeant chooses 2 players with the highest scores
to become squad leaders
Squad
training/live fire training
The 4
squad leaders take turns choosing squad members
Each
squad has 3 minutes to complete a short course that manned by 3
members of another squad who act like mechanical soldiers. The mech
soldiers may not move, they fire at the attacking squad from where
they are positioned by the Drill Sergeant.
100 points
for each mech soldier eliminated
100 points
for getting all squad members to the rally point before 3 minutes
is up
10 points
are subtracted for each tag scored on any of the squad members
The squads
total score is divided evenly to all squad members
The squad
leader of the highest scoring squad gets 10 extra points
Missions
Mission
#1 Nuke the Butt Bug
Your
squad has just landed on a bug planet and Butt bugs are devastating
the fleet in orbit. Your squad must fight through a wall of protective
warrior bugs and fire a nuke to destroy a Butt bug
This
mission is easy and is a chance for the squad to practice their
teamwork and earn some points. One squad is used as the warrior
bugs and form a perimeter around the Butt Bug. The Butt bug is a
player who stands in the middle of the warrior bugs and fires a
rocket launcher into the air repeatedly. Each squad takes it turn
trying to get within Nuke range and hit the Butt bug.
10 minute
time limit. No extra points for killing warrior bugs 5 points for
mission success, 5 points for surviving the mission
Mission
# 2 Hold the fort
While
waiting for reinforcements your squad must hold a fort and survive
and attack by warrior bugs and a Tank bug.
This
mission is much harder (the troopers were not able to hold it in
the movie)
A fort
is constructed from the barriers and each squad takes a turn trying
to hold it while the other 3 squads play the role of the warrior
bugs who rush the fort. One payer is the Tank bug. If a bug is killed
he may return to the "home cave", reset his sensor and
re-enter the game. The squad leader may call for an "EVAC"
(evacuation) if he thinks they can not hold the fort, then the Drill
Sergeant stops the clock and all troopers alive at that time get
survival points.
15 Minute
time limit. 1 point to each player for each minute the fort is held.
No extra points for killing warrior bugs 5 extra points for mission
success, 5 points for surviving the mission. Hint: this is a good
time to stock up on grenades.
Mission
#3 Capture the Brain bug
The bugs
have retreated to their caves and command has ordered squads in
to find and capture the brain bug. If you are unable to capture
the brain bug you may Nuke him, but that would disappoint your superior
officers
Your
squad starts in the center of the playing field where a dropship
has landed and there are 3 "cave openings" before you.
You must search the caves, find the Brain bug and return him to
the dropship. There is one squad in each cave playing the role of
warrior bugs and the brain bug is in one of the caves. Your squad
is given 3 nukes. If you decide that the Brain bug is not in one
of the caves you may fire a nuke from the safety of the drop ship
and kill all the warrior bugs inside that cave. If you can not find
the Brain bug, or the warrior bugs have him too well defended you
may retreat to the dropship and Nuke the cave.
15 minute
time limit. 10 points each team member for finding the Brain Bug
and 50 points each for bringing him to the dropship. Warning: the
Brain bug is played by one of the opposing Squad leaders with the
highest score of the three and he may try very hard get his warrior
bugs to kill off a squad leader who has more points than him.
End
of the game
The player
with the most points at the end of the game wins. Although the squad
leaders have the best chance at winning, they also risk losing it
all every mission if they "die". Also if the squad leaders
all die in the final mission, the trooper with the highest points
is the winner.
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