UCAP Gameplan
Version: Dammit, I don’t care. It’s the latest as of 14/08/07
I’ll sidestep the BS back-story and just put down the plan for gameplay:
Primary Objective:
Axis and Allies
To seize and control the maximum number of objectives as possible by the end of the day
(I’ve specifically put a LARGE number of objectives in there for a reason. I want them to split up. This place is spooky as fuck when there’s only a couple of you together –and I want to avoid over-populating objectives with players)
Secondary Objective:
Axis and Allies
To solve the mystery of Projekt Wotan. What is it? What does it do? What went wrong?
Put simplest, Wotan is a multi-faceted project. To design, manufacture and build the next-generation of “wunderwaffenâ€Â
When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........
Nice work.. looking good there.
Just one thing... I think you really need to work out exactly how the break for lunch is going to work as far as the game goes...
Do objectives stay taken (etc, etc)...
Objectives stay taken.
We have a quick scooch round during lunchtime, and after lunch, start the players from the objectives their side holds.
Hows that sound?
When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........
Its good... but I reckon we should add in some extra stuff that only occurs in the afternoon?
Otherwise all the interesting stuff could occur in the morning and nothing change for the afternoon...
I dunno... maybe some new stuff being placed... new NPCs etc...
New objectives perhaps... something based on the happenings above ground?
Don't forget the Nazi Gold , we could use it to trade gold for parts between the forces a la Kellys Heroes or just use it as objectives .
We could block corridors off that were open in the morning, or move barricades, or put up HAZMAT/Radioactivity signs to close them off.
an interesting idea... to simulate the continual destruction of the facility?
Maybe even at a particular time the sides have to get out before it collapses or something?
Perhaps only one area will be safe at the end? One area with specially re-enforced ceilings? The specific area will only be found once the base blueprints are found?
As chaps will be familiar with the tunnels by lunchtime why not plunge into red light for the afternoon to restore a bit of tension?
To follow on from Stephens idea about maps with contamination evac procedures on them on another thread:
Due to the nature of the site, we cant blow anything up (well, not to the scale of CR!) so engineering a situation where all hell breaks loose at the end is the best way to go, so we finish on a "high"
With that in mind, to finish the game, we sound a siren and turn the place pitch black. They have to be at that contam evac point within a set time period to "survive" the game - and they might have to fight their way through the enemy to get there
How's that sound?
When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........
On the question of familiarity...
I would like to keep the players out of the tunnels on the Saturday evening - a) it will destroy any surprise and b) props & traps will have been set.
And moving further...
The team that starts in the far corner will have to walk through the tunnels to get there - why not make the Allies start from above ground and have to get in down the big staircase. If Andy can arrange access through the main gates it shouldn't be a problem (just need a poundshop roll of bin bags to cover the weapons as we cross the road from the car park). While the allies are working their way down the stairs the Germans are busy blasting their way into the tunnels from the escape entrance (safezone).
OH I LIKE THAT!!!!
As long as the Allies wouldn't be disadvantaged and the German got into the tunnels before the Allies had a chance to get there.
I think we'd see a lot of people walking again if it was perceived that the Allies were miles away from the action again!
S
Completely agree about keeping people out of the tunnels on the Saturday night. To be perfectly honest, I think we're going to be spending a fair bit of time on Sat evening setting up anyway.
The rest of it? nice idea. With problems:
1: Organising the buggers in the morning to get them up the *outside* of the site to the top of the stairs. Ain't gonna happen in ANY time frame we come up with
2: H&S. We WILL have people falling down those stairs in the mad rush at the start of the game. Been there, done that - as a site operator and player. It hurts. Lots.
When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........
To follow on from Stephens idea about maps with contamination evac procedures on them on another thread:
Due to the nature of the site, we cant blow anything up (well, not to the scale of CR!) so engineering a situation where all hell breaks loose at the end is the best way to go, so we finish on a "high"
With that in mind, to finish the game, we sound a siren and turn the place pitch black. They have to be at that contam evac point within a set time period to "survive" the game - and they might have to fight their way through the enemy to get there
How's that sound?[/quote]
Absolutely excellent - alarms, torches on last legs and pitch black with some screaming as they end the game .
End play sounds cool although if you are worried about H&S of chaps falling down steps then running around in a panic in the dark sounds a nightmare!
Anyhoo - re my point about external insertion. Bear in mind we have a highly motivated, keen and small group of players this time so moving them into position shouldn't be a problem. And coming down the steps? Many thousands of people have tramped up and down them in the past 60 years - besides which, they will be led down cautiously (they don't know where the enemy are!) not sent helter-skelter in their own rush.
* burns German klaxon CD *
OK, that sounds do-able. Just not keen on 'em legging it down there at full pelt.
Plus, 60 years ago, the steps weren't as damp and slippy as they are not (due to those damn building works!)
When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........
Fair point re damp but three organisers to control 21 allies, we should be able to manage!
If we re-invite Syd and stick him on point whilst going down the stairs there won't be a problem with people moving too fast.....
Oooh, meow....hiss!
Are we still thinking of taking the allies outside, up the track and in the other way?
If so then we'll have to make sure we have something to cover their guns up with as they'll be out in the open and crossing the road...
I think it may be too much like hard work...
Also, the main briefing, where will that be? UCAP did it in the big hall, but obviously we don't want that this time...
I think we are agreed that although it would be cool to go in from the top it's going to be impractical logistically-wise and time-wise.
Still, I said we (allies) would be going in through the front door so I guess we will just have to go through the tunnels (around the edge) to get to our CP at the steps end of the complex.
As long as chaps clear the safezone of sleeping kit early on Sunday then we should have enough room for the briefing with the briefer positioned at the cash desk.