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Planning for a Large Event

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Old November 20th, 2009, 19:13   #1
Oborous
 
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Planning for a Large Event

So, what would you do to prepare for a large event? Such as the 200+ player events. I'm specifically thinking for the Staff level positions (overall Commander and Sub-commanders/Captains)

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Old November 20th, 2009, 23:13   #2
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I think when planning a large event first you need to consider the terrain, time of year, and the types of scenarios you will be employing.

What will be the size of your event staff. What support will they need, and how will the players on the field be controlled.

Once you have made the considerations for the numbers of players, and how they will be separated in to various teams/units. Then I would consider roles or positions on the various teams.
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Old November 20th, 2009, 23:24   #3
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They have events that big?

Man, I'd like to be part of that one day...
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Old November 20th, 2009, 23:44   #4
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Quote:
Originally Posted by Gridlock View Post
They have events that big?

Man, I'd like to be part of that one day...
Claybank......
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Old November 20th, 2009, 23:58   #5
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Claybank......
Claybank 2009 - 214 players + staff.

Quote:
Originally Posted by Mr.Shiney View Post
I think when planning a large event first you need to consider the terrain, time of year, and the types of scenarios you will be employing.

What will be the size of your event staff. What support will they need, and how will the players on the field be controlled.

Once you have made the considerations for the numbers of players, and how they will be separated in to various teams/units. Then I would consider roles or positions on the various teams.

I think he's asking about staff on the teams, not event staff. Planning a game of that scope and running is a bit of an undertaking from what I understand.
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Old November 21st, 2009, 01:34   #6
Brian McIlmoyle
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Company sized ops

are rare.. I've commanded at 2 such events..

I ran with a HQ staff of

Myself, Signaler , 2Ic , and 4 security .. +Element commanders

I had three elements, with a Commander and 2ic in each element
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Old November 21st, 2009, 03:50   #7
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Lots of volunteers.
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Old November 21st, 2009, 10:07   #8
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No, I do realize he is talking about On Field Player Command/Staff Positions. But in large events what is key is the control by the Directing Staff.

If you are attempting to provide a Player CP What Brian indicated is probably the best solution

CO, DCO, possibly and OPS O/NCO, Several Sigs, and a D/S Detachment for the HQ and its staff. Then within each Sub Unit of 15 to 30 Select an IC and 2IC for each.

Or you could nominate an overall Commander and let the team sort itself out.
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Last edited by Mr.Shiney; November 21st, 2009 at 14:18.. Reason: spelling error
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Old November 21st, 2009, 13:54   #9
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Or you could nominate on overall Commander and let the team sort itself out.
Personally, I disagree with nominating an overall commander. Either it's assigned by the event planner (ala Op Irene, where they bring in guests) or you volunteer.

But the question still is, planning as the Commander of one side, what do you need to look at? What points need to be covered off at a minimum, what are good to haves, what are nice to haves? What how do you organize a command structure that is organic enough to deal with airsofters that aren't in an enforced chain of command, where there is fiscal or legal reprocussions for not following orders... airsofters are all players and you can't asign political officers to shoot people that aren't following orders... as much as I would like to.
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Old November 21st, 2009, 14:51   #10
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When it comes to Nominating a Commander - the Event host would select those that they know would be up to the task. Sorry if I worded it to sound like have the players nominate or vote for.

As for a Manning/Tasking Slate

CO: 1
DCO: 1
Ops O/NCO: 1 to 4 - to handle the organization and running of the Unit CP, providing IntSum's to the CO/DCO, directly co-ordinate with sub unit IC's
Sigs NCO: 1 to 6 depends on the number of overall radio nets and lenght of the event
Defence/Security: 4 to 10 depends on the overal size of the HQ/CP Element.

As for individual sub units, that really depends. Some Teams, already have that. So you might be able to really on already in place structure.

But attempt to have One IC per 6 to 10 members.

As for not following orders or directions, I have had players also during events just start to do their own thing, not in line with the specific scenario. Not exactly sure how to prevent it. I guess it might be a combination of the Douche Factor and making a scenario environment that keeps people engaged.

I guess you could include a expected behaviour portion in the Game Thread

ie: This is a MilSim Themed event with a Command Structure and Reporting Chain in effect. All players are expected to fulfil and play their roles within the Command Chain. Those players that display a disregard for this and become unwilling/able to follow organized structure of this event will be asked to sit out for a portion or the remainder of the event without consideration of reimbursement.
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Old November 21st, 2009, 15:07   #11
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I guess the question to ask, when dealing with 'lone wolves' going rogue, and doing their own thing is why is this happening?

I can easily see people getting assigned some less than exciting element of the team strategy, and getting pissed with some guard duty, or not seeing ANY action and wanting some...or just getting stuck in duties they are not suited for or just don't want to fulfill.

I have seen it happen before, with patient players, and less so...with imaginable differing results.

I have been proud of teammates and friends that stood the post despite boredom and cold...and have understood when others said 'f-- it' I am heading to the front'.

I must admit that if I take time off work, organize all the logistics to attend a big game, with all its inherent background costs, that I would feel that I have a say in seeing that I enjoy myself. Frankly, some folks use this as stress relief...meaning they may already be wound a little tight. So a bit of careful handling would go a long way.

Just trying to see it from the flip side for the moment. If these are all the reasons for 'disruptive game play' surely they can be handled via upfront communication before they sign up, and during the game.

I would suggest that the game host have some responsibility to 'find' a role for those not working with the 'plan of the day'. A little flexibility on both parts should see everyone tired and happy, with a minimum of douchbaggery.
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Old November 21st, 2009, 15:13   #12
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For an event of that size I really think you need to put staff or actors in the command roles. Unless you have very large established teams who can be responsible for their own chain of command, or have one side that is a dis-organized rabble that needs no leaders.

Letting the teams pick the CO on the spot won't work. It's not a desirable task for most so you may not get the best leader in the group.
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Old November 21st, 2009, 15:31   #13
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Quote:
Originally Posted by Mr.Shiney View Post

This is a MilSim Themed event with a Command Structure and Reporting Chain in effect. All players are expected to fulfil and play their roles within the Command Chain. Those players that display a disregard for this and become unwilling/able to follow organized structure of this event will be asked to sit out for a portion or the remainder of the event without consideration of reimbursement.
Screw that!
You refuse to follow orders I shoot your ass for treason!
hahaha (just kidding)

If you do get around to planning such an event, I wish you good luck!
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Old November 21st, 2009, 18:45   #14
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Having commands on board with the organizational staff would help in such large situations. They would be privy to scenario information and could help communicate this to players in order to keep them on task.

Also having the organizers set up and maintain a forum for such a large event is also important. It provides the organizationally minded to speak up, and for them to disseminate ideas to their teammates. Especially since for such an event to take place most players are from regionally disparate areas and have likely never played together.

As for lone wolves (individuals and squads) you can always count on them going to find a fire fight. Consider them suppressing fire or cannon fodder to allow the objective-focused squads to complete their tasks. The nice thing is that lone wolves always like to be told which direction the fight is in. I have no qualms about sending them into the thick of it! Maybe that is the Russian side of my tactics coming out.
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Old November 22nd, 2009, 01:11   #15
Brian McIlmoyle
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The commander needs to have an effective battle plan .. and execute it.. the simpler the better.

Leaders right down to the squad level need to be capable and aggressive.

Players want structure .. and if you provide an effective structure most people will join with it.. and play within it

Lone wolves should be shot by both sides on sight... eventually they get tired of the spawn hike and join in.

They whine about "team Kill" but you should point out that if they were actually playing with the team they would not have been killed.


Quote:
Originally Posted by Oborous View Post
Personally, I disagree with nominating an overall commander. Either it's assigned by the event planner (ala Op Irene, where they bring in guests) or you volunteer.

But the question still is, planning as the Commander of one side, what do you need to look at? What points need to be covered off at a minimum, what are good to haves, what are nice to haves? What how do you organize a command structure that is organic enough to deal with airsofters that aren't in an enforced chain of command, where there is fiscal or legal reprocussions for not following orders... airsofters are all players and you can't asign political officers to shoot people that aren't following orders... as much as I would like to.
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