Has anyone ever used airsoft guns in a tactical simulation. What I mean by "tactical simulation" is a role-play scenario ala Pizza hut thread.
(Quick synopsis: BG is robbing store with gun pointed at clerk. You notice while walking up to pay while carrying concealed. What to you do?)
It seems like you could get some pretty realistic role-playing this way. First, you gather up some people, equipment, and brainstorm some scenarios. One person should be the "referee" and plan the scenario and then give every character instructions on their motives. Something like this:
For reference, we are basically running the role-playing for one or more main actors. We'll call these the Good Guys. All others are just "characters" who are reacting to the GGs and acting according to their referee-provided motives.
Referee plans character starting locations and layout of situation. In this example:
1. Placing the GG in his seat with bill to pay in hand.
2. Placing BG at counter with pistol pointed at clerk
3. Placing clerk behind counter
4. Placing BG get-away driver outside armed with pistol
Referee tells characters their motives. Perhaps something like this:
1. BG - wants money, but not really dedicated to killing. Minimal gunhandling skills. Will point weapon at anyone yelling at him. Will shoot at someone he sees drawing. Will try to get behind cover (counter?) if shots are fired. Will try to escape with life rather than money. Will surrender if escape seems unavoidable.
2. Clerk - just working for minimum wage. Wants to escape, but will not leave if being covered by gun. No gunhandling skills. Will take 15 seconds to empty cash register.
3. BG get-away driver - Will split if partner is shot. If partner is just shot at but not hit, he will assist, using cover as much as possible. Decent gunhandling skills.
4 GG - Alone in restaurant, just finished, ready to pay bill and leave.
Perhaps I'm getting carried away here, but it seems like this would be a good way to generate critical thinking about various situations. Kind of like the "What-if" scenarios that we see posted here all the time.
Maybe you could rotate roles and each particpant could come up with two scenarios. Then everyone could act as a referee twice and also as a GG at least twice.
Variations on the theme would be as simple as rearranging the starting positions and/or the motives. For a second example, the BG's motive could be changed to:
1. BG - currently suffering from drug withdrawl. Wants money and will stop at nothing to get it. Will kill clerk if it takes longer than 10 seconds to get cash. Minimal gunhandling skills. Will point weapon and shoot at anyone moving or yelling at him. Once money is retrieved, will shoot at anyone who is not cowering in submission and then run out the store.
Instantly you have a different scenario. The referee can assist by telling actors when they have completed tasks (for instance, removing the money from the till) if it is not possible to simulate otherwise.
Any thoughts on the idea of role-playing? An other ideas for how to make such a system work well?
-Pytron
(Quick synopsis: BG is robbing store with gun pointed at clerk. You notice while walking up to pay while carrying concealed. What to you do?)
It seems like you could get some pretty realistic role-playing this way. First, you gather up some people, equipment, and brainstorm some scenarios. One person should be the "referee" and plan the scenario and then give every character instructions on their motives. Something like this:
For reference, we are basically running the role-playing for one or more main actors. We'll call these the Good Guys. All others are just "characters" who are reacting to the GGs and acting according to their referee-provided motives.
Referee plans character starting locations and layout of situation. In this example:
1. Placing the GG in his seat with bill to pay in hand.
2. Placing BG at counter with pistol pointed at clerk
3. Placing clerk behind counter
4. Placing BG get-away driver outside armed with pistol
Referee tells characters their motives. Perhaps something like this:
1. BG - wants money, but not really dedicated to killing. Minimal gunhandling skills. Will point weapon at anyone yelling at him. Will shoot at someone he sees drawing. Will try to get behind cover (counter?) if shots are fired. Will try to escape with life rather than money. Will surrender if escape seems unavoidable.
2. Clerk - just working for minimum wage. Wants to escape, but will not leave if being covered by gun. No gunhandling skills. Will take 15 seconds to empty cash register.
3. BG get-away driver - Will split if partner is shot. If partner is just shot at but not hit, he will assist, using cover as much as possible. Decent gunhandling skills.
4 GG - Alone in restaurant, just finished, ready to pay bill and leave.
Perhaps I'm getting carried away here, but it seems like this would be a good way to generate critical thinking about various situations. Kind of like the "What-if" scenarios that we see posted here all the time.
Maybe you could rotate roles and each particpant could come up with two scenarios. Then everyone could act as a referee twice and also as a GG at least twice.
Variations on the theme would be as simple as rearranging the starting positions and/or the motives. For a second example, the BG's motive could be changed to:
1. BG - currently suffering from drug withdrawl. Wants money and will stop at nothing to get it. Will kill clerk if it takes longer than 10 seconds to get cash. Minimal gunhandling skills. Will point weapon and shoot at anyone moving or yelling at him. Once money is retrieved, will shoot at anyone who is not cowering in submission and then run out the store.
Instantly you have a different scenario. The referee can assist by telling actors when they have completed tasks (for instance, removing the money from the till) if it is not possible to simulate otherwise.
Any thoughts on the idea of role-playing? An other ideas for how to make such a system work well?
-Pytron