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HOW TO CREATE EPIC CAMP-WIDE GAMES
By Curt “Moose” Jackson
Copyright © 2019
All Rights Reserved. No part of this publication may be reproduced or distributed in
any form or by any means, electronic or mechanical, including photocopying and
recording, without express permission of the author.
Brief quotations may be used in reviews prepared for inclusion in a magazine,
newspaper, or for broadcast.
Cover Design: Curt “Moose” Jackson
To contact author, email curt@recreationpros.com.
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A special thanks to James Davis and Jack Schott
for inspiring me to write this ebook by first writing their booklet
A Comprehensive Guide to Creating Large Group Games from Scratch.
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TABLE OF CONTENTS
INTRODUCTION ...................................................................................................................... 4
CREATING THE STORYLINE ...................................................................................................... 8
THE GAME MECHANICS ......................................................................................................... 10
ENVIRONMENT MECHANICS ........................................................................................................... 12
PLAYER MECHANICS ....................................................................................................................... 13
GEAR MECHANICS ........................................................................................................................... 16
GAME PLAY MECHANICS ................................................................................................................. 18
REWARDS ....................................................................................................................................... 23
CAPTURE THE FLAG - REVISITED ...................................................................................................... 26
ADDING A STORYLINE ..................................................................................................................... 28
BEFORE YOU PLAY ................................................................................................................. 31
PREP THE STAFF .............................................................................................................................. 31
PLAY TEST ....................................................................................................................................... 31
MAKE ADJUSTEMENTS .................................................................................................................... 32
PLAY IT ........................................................................................................................................... 32
STOPPING THE DARK ELVES ................................................................................................... 33
BOUNDARIES .................................................................................................................................. 34
STORY ............................................................................................................................................. 34
PLAYER INSTRUCTIONS ................................................................................................................... 34
LEVEL 1 – THE TUTORIAL LEVEL ....................................................................................................... 36
LEVEL 2 ........................................................................................................................................... 38
LEVEL 3 ........................................................................................................................................... 40
FINAL BATTLE .................................................................................................................................. 41
A FEW ADDITIONAL IDEAS .............................................................................................................. 42
THE AUCTION .................................................................................................................................. 43
MECHANICS USED FOR THE DEMO GAME ....................................................................................... 44
ALTERNATIVE TO VIOLENCE ............................................................................................................ 47
CHARACTERS and NPCs ................................................................................................................... 48
THE WORKSHEETS ................................................................................................................. 52
CREATING AN EPIC CAMP-WIDE GAME ........................................................................................... 53
WORKSHEET ................................................................................................................................... 53
CHALLENGE SHEET .......................................................................................................................... 69
STAFF ASSIGNMENTS ...................................................................................................................... 71
CLASSIC GAME ALTERATION CHECKLIST .......................................................................................... 72
RESOURCES ........................................................................................................................... 73
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INTRODUCTION
Have you ever played a camp-wide game; you know, those multi-hour games that
involve the whole camp? If so, you may have had the experience that many camps have
had. That experience being total chaos.
Here’s how my first camp-wide experience played out. It was my first summer as a unit
leader. The new program director wanted to play a camp-wide game that had been
around for years. She had played it at her last camp and loved it. So, she decided to put
it on the schedule and share the instructions on how to play it with the staff. Two of the
more outspoken staff figured they understood the game and said so when the whole staff
was asked. The rest of us were a bit confused (including me), but nobody spoke up for
fear of being the only one who didn’t get it.
Then the time came to play and the whole camp gathered together. The instructions of
the camp-wide game were given to the campers by the program director. It was
immediately apparent that they didn’t understand either. The program director simply
said, “Once we start playing you’ll get the idea.”
The game started and the two outspoken guys who thought they understood everything
started leading campers to the wrong areas and had them doing the wrong things. The
program director was trying to get everything on track, but within minutes the whole
game had already been derailed. Most of the staff were looking at each other for hints
and clues on what to do, while the campers were just running around in circles. It was
total mayhem.
Have you had a similar experience? Maybe your camp doesn’t do camp-wide games
beyond the occasional counselor hunt or Capture the Flag. Not because nobody wants to,
but because nobody knows any camp-wide games. Or, I suppose, it could be that your
camp does indeed run a camp-wide game or two and things have been fine, but you’re
looking to spice things up with a new game or an improvement on one of your current
games.
No matter what scenario your camp falls into, this ebook is what you need.
Thankfully, creating a camp-wide game that engages your staff and campers, or spicing
up one of your current camp-wide games, is not as difficult as you might think. It doesn’t
have to be overwhelming.
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This ebook isn’t meant to create a game for you. Camp facilities, ages of campers, size of
staff, and budgets all vary from camp to camp. Your ideal camp-wide game will vary as
well, as a result. The ebook is meant to guide you to creating your own game, one that
comes from the imagination of you and your team. Once you understand how game
mechanics play into a quality game, you’ll have no problem creating one (or more) epic
camp-wide games.
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ELEMENTS OF AN EPIC CAMP-WIDE GAME
There are certain elements that go into creating an epic camp-wide game. Sure you can
create a game that everyone participates in without having to include all the elements
below, but it won’t be epic. Let’s begin with the story.
A STORY
A great camp-wide game has a story. You start with a theme, add in who, what, where,
when and why, and presto, now you have the foundation for a story. The story can be
about almost anything. Adding a story is what takes a game from average to epic.
CLEAR OBJECTIVE AND INSTRUCTIONS
Staff and campers alike must understand what the objective of the game is. They also
need to be clear on the rules and instructions. That doesn’t mean the game has to be
simple. It can be complex as long as everyone is clear on how to play.
PROPER GAME MECHANICS
From a clear understanding of the objective to an understanding of the game’s reward
system, the mechanics of the game dictate every aspect of gameplay. Choosing the right
ones will make or break the enjoyment campers and staff get from playing. Video game
and board game designers have been using “game mechanics” for decades.
INCLUSION
Many camp games are geared towards the more athletic kids (Dodgeball, Capture the
Flag, Tug-of-War, etc.). For a camp-wide game to be successful, it needs to be enjoyable
for everyone no matter their athleticism, age or limitations. There is no one game that is
good for everyone. That’s why it’s best if you create or modify the games you’ll be playing
to fit your camp’s situation.
STAFF BUY-IN
If the staff are rolling their eyes, or they don’t understand what is happening in the game,
the kids won’t enjoy it. It’s important that the staff be on board. The best way to do that
is to show enthusiasm for the game and make sure they understand the basics.
PROPS and COSTUMES
A game that takes place in medieval times just feels more “real” if people are “tagging”
each other with foam swords, instead of their hands. An Elf in a cloak has more of an
immersion feel than an elf in shorts and a camp shirt.
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I hope your curiosity is peeked. You may be a bit apprehensive about creating an epic
camp-wide game. It may seem like a daunting task, but if you follow the instructions in
this ebook you will see how fun it can be to create your own games.
I suggest you get other staff involved in the game making process with you. It will make
creating an epic camp-wide game more enjoyable, and, while you may be able to come
up with a great game on your own, together you’ll be able to come up with a better story
and better ideas for gameplay.
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SECTION 1
CREATING THE
STORYLINE
_________________________________________
Let’s begin with the storyline.
You’ll want to choose a storyline that will keep kids engaged. The more engaged they are
and the more the staff have bought into the story, the more fun and exciting the game
will be for everyone.
There are video games that don’t have storylines like Pong, Tetris, Candy Crush and so
on, but these are simple one or two player games. We are creating a massive multi-player
game. Many of the biggest video game titles these days have storylines, and these types
of games have created a multi-billion dollar industry. When we talk about classic camp
games most of them don’t have stories either (Dodgeball, Capture the Flag, Counselor
Hunts). It doesn’t have to be that way. We want to create an immersive, EPIC game for
camp…or at least give our classic games some juice.
Consider the team-building games we do at camp - Spider Web, Giant’s Ladder, Lava Pit,
etc. We create stories and scenarios that immerse the participants into a new reality
making the challenge much more entertaining.
Your camp-wide game story can be anything you can imagine. Here are just a few
examples:
•
Dark Elves have invaded camp and are looking to destroy it all.
•
Pirates have kidnapped the director.
•
An alien race has arrived at camp and nobody knows what they want.
•
You woke up in an alternate world and must find a way back home.
•
A secret society is poisoning the nature around camp and they must be stopped.
•
A group of wild creatures love to steal and hide valuable treasure. The treasure
must be returned.
•
A powerful wizard and his minions want to take over camp.
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•
Fairies are being threatened by Gnomes. The fairies need your assistance.
•
The zombie apocalypse has begun.
•
A time machine has brought a bunch of odd characters to camp. Though they
aren’t dangerous, they must be sent back to their own time.
•
The director has fallen into an ancient trap and only one of the many artifacts
supposedly hidden around camp will save her.
•
A spell has been cast on a book of fairytales and they are all coming to life. The
one responsible needs to be stopped and the characters need to return to the book.
Have fun creating a fantastical story. When creating interesting characters ask yourself:
•
Who are they?
•
Are they good, evil or something in between?
•
What do they look like?
•
What do they sound like?
•
What sort of clothing do they wear?
•
What sort of powers and skills do they possess?
•
Where did they come from?
•
Why are they here?
•
When will they leave?
•
How did they get here?
•
How can we help them? or How can we stop them?
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SECTION 2
THE GAME MECHANICS
_________________________________________
What are Game Mechanics?
Game mechanics are the building blocks that provide the rules of how to interact with
the game. They determine the complexity and level of a player’s interaction.
“These are the procedures and rules of your game. Mechanics describe the goal of your game, how
players can and cannot try to achieve it, and what happens when they try.” Jesse Schell: The Art
of Game Design
For example, here are the game mechanics used in a classic camp game. When you break
down the building blocks we call game mechanics, this is what you get.
CAPTURE THE FLAG
•
Team Mechanic - Players are divided into 2 teams
•
World and Boundary Mechanics - The field is the world and it has very specific
boundaries that are visible using a rope and/or cones.
•
Objective Mechanic – The objective is to get the opposing team’s flag to your
side.
•
Tutorial Mechanic - In this game the tutorial is given verbally by the game
leader.
•
Capture Mechanic - Players can tag one another when a boundary has been
crossed.
•
Punishment Mechanic - Tagged players go to jail.
•
Respawn Mechanic - Instead of being out of the game, players have the chance
to reenter the game (or respawn) by being rescued by teammates.
•
Game End Mechanic - A team wins (and one team loses) when a flag has been
stolen and brought across a boundary. Not all games have a ‘game end’
mechanic.
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•
Challenge Mechanics – Avoid getting tagged on other team’s side. Tag any of
the other team’s players that are on your side. Steal the other team’s flag. Get the
flag to your side.
On the next few pages you’ll find a list of the game mechanics used for camp-wide games.
The game mechanics are divided into five sections:
•
Environment
•
Players
•
Gear
•
Game Play
•
Rewards
Not all game mechanics will be used in your game. You and your team of planners will
decide which ones to use and which ones to set aside.
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ENVIRONMENT MECHANICS
WORLD
This is the overall environment that the game takes place in. It can be a different planet,
different time, different place on Earth, different reality, or a combination. An “open-
world” environment, where the players can go where they want, gives them a feeling of
freedom and curiosity but can be tough to control. A “linear” world environment, where
players follow a specific path, makes the game more manageable but takes away the
exploration factor.
Examples include:
• •
New Planet Your Camp
• •
Alternate Reality Travels in Time
• •
The Wild West Hogwarts
AREAS
These are areas within the game world.
Examples include:
• •
Cities of a new planet Actual areas of the camp
• •
Buildings of an alternate reality Different times in history
• •
Outposts and Ranches Classrooms
STATIONS
Stations are locations within areas where there is a task or challenge to be completed.
Examples include:
•
A maze where players have to figure their way out
•
A stable where players are challenged to play horseshoes
•
A cave where a team of players must defeat a monster
•
A crossroad where players are given a choice
•
The Archery range where players are challenged to hit the target.
BOUNDARIES
Every game has to have some boundaries. If the game play area (or world) is too large,
players will get lost and/or lose interest.
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PLAYER MECHANICS
AVATAR
An avatar is the player’s character. In massive multiplayer online games, players create
their own characters (or avatars). Your campers will most likely be their own avatars.
CUSTOMIZATION
Half the fun of having an avatar is customizing it. Customizing is fun to do and gives the
avatar some character. Some players choose to go crazy or bizarre while others choose to
be tough and cool. You can offer this as an option to your campers – allowing them to
customize themselves using different props.
Examples include:
• •
Wigs Face paint
• •
Costumes Colored Hair Spray
• •
Armor Temporary Tattoos
SKILLS/TRAITS
Skills or traits are a very powerful way of creating emergence in the game while fulfilling
the power and autonomy motivators. They give the player a sense of control and mastery
and can make a game far more complex. While making a game more complex seems
scary, it can also add a lot of fun and excitement.
Skills and Traits can be given to players at random at the beginning of the game or they
can be earned during the game. An example of a skill might be a +1 in archery. If a player
carries an Archery +1 card, they get to shoot from one or two paces closer to the target
than everyone else during an archery skill challenge, or maybe they get to use a
compound bow instead of a recurve bow. If a player has a Healing +1 card, they can
revive one player per level if that player loses his/her life force.
Examples include:
• •
Archery Lock Picking
• •
Mind Control Strength
• •
Puzzle Mastery Endurance
• •
Healing Intelligence
• •
Berzerker Luck
• •
Charisma Resistance
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TEAMS
Teams can be used as part of the rules of the game and/or as a game mechanic when a
challenge or quest calls for larger numbers. Competition and the feeling of being part of
a group are really powerful human drivers and they should be taken into account.
Examples include:
• •
Pairs Limited Time Team-Ups
• •
Foursomes Coed
• •
Color Teams Mixed Ages
GUILDS
Guilds are a social mechanic. They are made up of groups of players that have chosen to
join the guild. You may have a quest that requires multiple players forcing them to go to
their guild and ask others to team up with them. While there would be multiple guilds,
players can only belong to one. You probably won’t be using this mechanic, but if you
decide to create a game that lasts a couple of weeks or all summer, then having guilds
might be an interesting mechanic to include.
Examples include:
• •
Color Guild By Skill (Archer’s Guild)
• •
Thieves Guild Random (John’s Guild)
•
Warrior’s Guild
ENEMIES/OPPONENTS
These will be played by your staff and will be an important part of your camp wide game.
A common enemy brings people together for one purpose, to defeat the enemy and
restore order.
Examples include:
• •
Monsters Ninjas
• •
Pirates Aliens
• •
Zombies Robbers
• •
Other Teams Dark Elves
• •
Deforesters Time Travelers
• •
Trolls Super Villians
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NPCs
Non-Player Characters are characters in the game that cannot be fought or teamed up
with. They may run a shop, be there to give players information, or just be a bystander.
They are the supporting roles of the game. They may further the story line or they may
not.
Examples include:
• •
Shop owners Skill Testers
• •
Guards Wood Elves
• •
Town Crier Old Hermits
• •
Bystanders Quest Givers
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GEAR MECHANICS
EQUIPMENT
Equipment is what the player is wearing and carrying and is a source of status and power.
Items are one of the most enjoyable parts of games because you have to look for them,
fight for them, team up to get them, etc. They create thousands of possibilities and so
much emergence and complexity.
Examples include:
• •
Swords Shield
• •
Ranged Weapons Coins
• •
Pouches/Bags Quest Items
• •
Map Armor
•
Magical Potions
VANITY ITEMS
Vanity items are purely for status and fun. There are very few
opportunities to get one and they are very hard to come by. In
online video games many players will spend a lot of time just to get
one of them. Always remember, people love collecting! If you offer
vanity items, make sure the challenge of getting one is extremely
difficult or time consuming, and have enough for multiple players to earn. If a player is
wearing a Viking helmet it should only be because (s)he earned it on a specific challenge.
Examples include:
• •
Face Paint Stuffed Pet Parrot
• •
Viking Helmet Jewelry
• •
A Cape Christmas lights for a rifle
ELITE ITEMS
Elite items are very special. They allow players to do things or to visit places they
wouldn’t normally be able to do or visit. They can be a source of status and power. They
are a very fun way of making your players explore the world. They can also keep players,
who might normally become bored, engaged with the game. The rarer an item is, the
better.
Examples include:
• •
Superior Armor Potions
• •
Superior Weapons Magical Items
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POWER-UPS
Power ups can affect the player or a piece of equipment. Many times they can only be
used once and it’s usually to defeat an enemy or to get to another part of the world
quickly. Using pre-printed cards with the power-up on it is a good way to go.
Examples include:
• •
Super Strength Time Stop
• •
Invisibility Invulnerability
CURRENCY
In-game currencies can be one of the key aspects to your game. Currency serves many
purposes and fulfills many human motivators like saving, power, status, etc., and
besides, people love collecting and trading.
Examples include:
• •
Gold Nuggets Gems
• •
Coins Tickets
•
Credits
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GAME PLAY MECHANICS
MAIN OBJECTIVE
Players can be highly motivated if they are working to achieve something great,
something big. Every game must have an overall objective. Once the overall objective has
been met, the game is usually over.
Examples include:
•
Save the inhabitants of a discovered planet
•
Find and return the Crystal of Time to close the time portal
•
Save the camp director or mascot from dreaded pirates
•
Find a cure for a new plague
TUTORIALS
Tutorials are one of the most important parts of a game. Camp-wide games can seem
overwhelming at first. Proper tutorials teach campers how to play and give them that
sense of comfort that is needed. There are different ways to teach campers the rules of the
game.
Examples include:
• •
Skits Small Group Briefings
• •
Video Intro Level
PROGRESSION
To progress in a game is to move closer to the main objective. It is usually measured
through the process of completing itemized tasks or completing levels
PROGRESS HUD
Progress HUDs (heads-up displays) shows players their progression. It can tell them how
they are doing currently, and how far they are from their goal.
Examples include:
• •
Portable Maps Posted Maps
(small maps could be hung around neck) • Checklists
• Levels • Passports and Ink Stamps
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CASCADING INFORMATION
This mechanic is based on the theory that information should be released in minimum
snippets to gain the appropriate level of understanding at each point during a game’s
narrative. Instead of giving campers a bunch of information during the tutorial that they
may not ever use or that they won’t use until later in the game, you can use a sign or
poster to give campers the information when they reach a certain area.
For example, a group of players find a green gem but don’t know what to do with it. In
the next area they come across the Cave of Agul. In front of the cave is a sign that has a
list of gems and their powers. The green gem says it can be used only once and provides
the team with the power of invisibility for one minute. It then explains how to activate
the gem. This is an example of cascading information.
Examples include:
• •
NPCs Posters
•
Town Crier
QUESTS
Quests are meant to be a journey from one place to another, filled with obstacles and
challenges a player must overcome. Quests can provide forward progression for players,
but there can also be side quests that deviate from the main plot. Quests that are
successfully completed will lead to a reward.
Examples include:
• •
Quests for Items Quests for Currency
• •
Quests for Achievements/Badges Quests to Learn New Skills
CHALLENGES
A Challenge is a task (usually part of a quest, but not always) that must be completed.
Many challenges have a time limit, skill and/or competition element to them.
Examples include:
• •
Defeat an enemy Gathering Items
• •
Hit target using a bow and arrow Escorting a Special Ambassador
• •
Defeating Creatures Solving a Puzzle
• •
Delivering Notes within a specific Answering Trivia
time
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SPECIAL CHALLENGES
Special challenges are events that only take place once in a while or are an extension of a
regular challenge. They are a great way to deliver an fantastic experience from time to
time. The reward for completion is usually powerful and/or unique.
Examples:
•
Defeat a creature without using a power-up or elite item
•
Get a bullseye in archery instead of just hitting the target
•
If your team is in possession of a totem when the horn sounds, say “Challenge Me”
to the nearest NPC and he/she will give you a special challenge.
•
Find a gold coin and the bank manager will give you a special challenge
DISCOVERY
Also called Exploration, players love to discover something, to be surprised. Discovery
encourages players to explore areas of the game environment instead of just “sticking to
the path”, by offering XP (experience points), badges or other achievement rewards.
Examples of places to explore include:
• •
Rooms Cabins
• •
Buildings Waterfront Area
• •
Forest Stables
LIFEJACKET
Lifejackets are mechanics that help players in difficult situations or when they are stuck
or have lost track of their main goals. It lets players advance in the game.
Examples include:
• •
Hints from NPCs Magical Items/Potions
•
Power-Ups/Boosters
TRADING SYSTEMS
Trading systems are the perfect complement for currency systems. They need each other
and their effects together are way bigger than alone. All the effects that currencies have,
trading systems enhance.
Examples include:
• •
Auctions Bartering
•
Shops
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LEVELS (Flat, Exponential, Wave)
Levels are a system by which players are rewarded an increasing value
for completing an area (or challenge) or accumulating experience or
points. Often features or abilities are unlocked as player’s progress to
higher levels. Leveling is one of the highest components of motivation
for gamers. There are typically three types of leveling ramps: Flat,
Exponential and Wave.
Flat Leveling
This is where a player “levels up” by completing an area of the game.
Examples include:
• • •
Super Mario Bros. Donkey Kong Angry Bird
Exponential Leveling
This is where a player “levels up” by accumulating points or experiences.
Examples include:
• • •
Halo World of Warcraft Final Fantasy
Wave Leveling
This is where a player “levels up” by completing a wave of obstacles or enemies.
• • •
Candy Crush Plants vs Zombies Tetris
In a camp-wide game you’ll probably use Flat Leveling, if you even use leveling at all.
CAPTURE OR LOSS OF LIFE-FORCE
There are a number of ways a player can be captured or lose their life-force.
Examples include:
• •
Tagged by Opponent Stepping on a Device
• •
Overrun by Many Opponents Using an Evil Magical Item
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RESPAWN
If a player is captured or dies, further progression cannot be made. In order
for the player to stay in the game there needs to be a respawn mechanism.
Examples include:
• •
Time Limit Extra Life Power-Up
• •
Rescued by Others Healers
•
Spending Currency
PUNISHMENT
What happens if a player is captured or loses their “life-force”? There must be
consequences before they respawn. Punishment is one of the most well-known mechanics
in games. There are so many types of punishments and some are harder than others, but
they are all based on the same concepts: loss avoidance and risk aversion. Players actually
love losing in games so they'll learn and improve, but it's also clear that players hate
losing things they already possess. So there's a balance that you’ll need to work out.
Examples include:
• •
Losing an Item Losing currency
• •
Time Out Traveling to a Respawn Area
•
Starting a Level Over
PVP (PLAYER VS PLAYER)
This can be any sort of player vs player event, from duels to skill competitions. Players
who win may get to continue on their quest, additional XP, an achievement, or they
may get a special reward.
Examples include:
• •
Archery Endurance challenge
• •
Juggling Dance Off
• •
Timed Event Charades
GAME END
This is how players know the game has ended. It’s tied in with the main objective. For
example, in a game where the objective is to defeat a troll, the Game End mechanic is
about how to defeat the troll. Let’s say in order to defeat the troll players have to lure it
to a specific spot, and at least 10 players must sing a lullaby in order to put the troll to
sleep. Once that has been done, the game ends.
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REWARDS
XP (Experience Points)
XP Points are one of the most famous game mechanics. That's because they are a great
source of mastery, progression, status, and much more, and they’re fun! They involve so
many of the fun factors like collecting, feeling complete, experiencing achievement, etc.
However, it may be difficult to create a system that can keep track of XP in a camp-wide
game. One way you could do it is to have players carry a passport or XP booklet, and
every time they complete a challenge it is recorded.
ACHIEVEMENTS
Here we have a virtual or physical representation of having
accomplished something. Gaining achievements can be easy,
difficult, accomplished alone or as a group. Achievements are a way
for players to show off what they've accomplished. Achievements
are often considered "locked" until you have met the series of tasks
that are required to "unlock" the Achievement. Badges can be
earned from completing quests and challenges (or series of challenges).
Examples of achievement awards include:
• •
Badges Beads
• •
Pins Stamps in a Book
•
Cards
STATUS
Status is the rank or level of a player, or it is the social standing a player has from
collecting achievements, elite equipment or other rewards. Players are often motivated
by trying to reach a higher level or social status.
Examples include:
•
Collector (for collecting a certain amount of achievement badges)
•
Warrior (for winning all “warrior” challenges)
•
Archer (for hitting the bullseye)
•
Speedster (for winning multiple timed challenges)
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BONUSES
A reward after having completed a series of challenges, or core functions, with a better
than average score. For example, hitting the bullseye in archery.
Examples of bonus prizes include:
• •
Currency Additional XP
• •
Power-Ups Clue to help out with next
•
Magic Potion challenge
FIXED/VARIABLE REWARDS
Players love in-game rewards the same way we all love being rewarded in life, it's just
the extrinsic drive we all have. Apart from that, there are many reasons why rewards are
fun, including the excitement of collecting stuff.
Fixed Rewards
This means that each player who accomplishes task X gets the same reward.
Examples of Rewards:
• • •
Armor Power-Ups Fast Forward
Variable Rewards
This means that each player who accomplishes task X will randomly get one of a number
of rewards.
Examples of Variable Methods:
• • •
Choose a box Choose out of bag Choose a number
RANDOM REWARDS
Random rewards add big doses of another great component…surprise! Surprise and
mystery are really fun things to implement in a game and they can serve many purposes.
You never know when or where you’ll be randomly rewarded.
Examples of random reward triggers:
•
Reward for talking to a specific NPC
•
Reward for picking up trash
•
Reward for helping another player
•
Reward for saying a specific word
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TOTAL RANKINGS (LEADERBOARD)
Total rankings provide players with some acceptance, similar to achievements. It's fun to
be the center of attention and gain recognition if you are on top of the list. If using this
mechanic, you’ll need a way to display the rankings. Because of the nature of camp-wide
games, this is a mechanic you’ll probably not use, at least not during the game. You may
display something afterwards, after your staff has had time to tally everything up.
Leaderboard Examples:
• •
Top Point Earners Fastest Quest Times
• •
Top Gold Earners Top Achievement Badge Earners
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CAPTURE THE FLAG - REVISITED
Now that we have a better understanding of the building blocks
(mechanics) of a game, let’s SPICE UP the classic version of Capture
the Flag.
As stated before, there are already game mechanics at work in
Capture the Flag. Let’s make some changes to the normal mechanics
of the game.
ALTERING CURRENT GAME MECHANICS
Team Mechanic
Instead of two teams let’s make it three.
World and Boundary Mechanics
Let’s rework the boundaries into triangles instead of squares, with a
safety zone in the middle, and make each area much larger than
normal.
Objective Mechanic
Now let’s change the flag into a stuffed animal and have teams hide it within their area.
Tutorial Mechanic
We’ll have counselors act out the rules as well as giving them verbally.
Capture Mechanic
Instead of tagging, players will wear a flag or bandana from their waist that has to be
pulled.
Punishment Mechanic
Players that get their flags pulled must freeze in place instead of going to a jail.
Respawn Mechanic
Players can tag teammates to unfreeze them. Once unfrozen they must return to their
own area before continuing.
Game End Mechanic
A team wins when the stuffed animal is tagged rather than carried back to their own area.
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Challenge Mechanics
Players must find and tag the stuffed animal.
ADDING GAME MECHANICS
Look at how easy that was. We already have a different game (hopefully in a good way),
and we haven’t even added any other mechanics or given the game a story. Now, let’s
add some new game mechanics and see what kind of crazy fun we can come up with.
Stations
When a player gets their flag pulled, they must go to one of 2 stations and pass the test
to get a new flag, either the Bean Bag Toss station or the Dance for 30 Seconds station.
Vanity Items
If a player collects 3 flags, they can replace their plain white flag for a green one to wear.
Get 3 more flags and you’ve earned the blue flag.
Special Challenge
When the puzzle challenge is in play, the first team to solve it gets to choose two players
from the other teams to go on a two-minute time out.
Variable Rewards
A few tokens are hidden around the playing field. When the tokens are turned in, the
player reaches into a bag and pulls out a slip of paper that tells their team what magical
item they have earned. The four possible rewards are
•
Immunity from having to freeze for 5 seconds at the sound of the horn.
•
Your team gets a minute head start on the next puzzle.
•
Three players on your team gain Toughness. Each of them gets an extra flag to
wear.
•
The next 3 players on your team that are tagged gain automatic respawn. They do
not have to go to the skills station.
Now we have a very cool version of Capture the Flag (if you still want to even call it that)
that all the campers and staff can get into.
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ADDING A STORYLINE
But what if we add a storyline and a few different game mechanics? Here is an example
that comes from Graeme McCafferty.
SAVE THE WHALES (A CAPTURE THE FLAG VARIATION)
This game is a variation on Capture the flag that evolved from years of playing Capture
the flag and seeing problems.
Like Capture the Flag, Save the Whales can be played on a large open field, but is better
over a larger area with varied terrain and obstacles. Unlike, Capture the Flag there is no
need to establish a mid-line and there is no need for a jail. Both of these features in
Capture the Flag encouraged cheating or unsportsmanlike teasing rather than actual
playing by the rules. Just set the outer boundaries and send one team to one end and
the other to the other end.
The use of two differently colored, blow-up whales instead of flags and the subsequent
name change was because the Mennonite camp that I worked at didn't like Capture the
Flag because it was a war simulation game.
Each team is given a whale and flag-football flags equal to 1.5 times the number of
players per team (50 players on a team = 50 belts and 75 flags of the same color to each
team).
Each team is also appointed a team captain, el Presidente, a mature counselor who
manages organization, strategy, rule enforcement and distribution of the team flags. El
Presidente does not need a belt or personal flag because (s)he stays with the whale the
whole time and cannot be eliminated from the game.
The objective of the game is simple: get the other team's whale and return it to your
President. You can only be "in-play" if you are wearing a personal flag. If your flag is
taken, you must return to your president or another teammate who is carrying a spare
flag to get back "in-play".
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I used to tell a story of two oceanic research groups
who had divergent theories as to how to save the
whales. I made the story fairly elaborate, but the gist
was that there were only two known whales in
captivity and that they had to be together in order to
reproduce and neither side was willing to share their
whale with the other group, and so the lead Biologist
from each group had determined that taking the other
group's whale was the only solution.
After the story is told and the rules explained, each team is given about 15 minutes to
get to their end of the game zone, distribute their belts and flags, throw together a
strategy, and place their whale. El Presidente, will need to use this time wisely and be
completely familiar with the rules. For example, the whales must be placed in an open
visible area (the game is not called Hide the Whale for a reason), and once it is placed,
neither he nor any other of his team can move it. He can provide instruction and give
guidance, but el Presidente stays with the whale. If the other team moves the whale, he
must stay with it.
After the personal flags are distributed there will be extra flags that the president has to
hold onto. A prearranged signal will mark the beginning of actual play. No offensive
operations are to begin before the signal.
When play begins, everyone with a flag is active, "in-play". If a player takes a flag from
another player, the person becomes inactive, but the flag remains active until it is given
to el Presidente. For example, Yellow-player A gets in a showdown with Red-player A
and Yellow-player ends up with a red flag in his hand (Be sure to explain that there is
no intentional contact allowed to get a flag and there is no hiding or holding your own
flag to keep it from being taken). Red-player A must immediately drop anything he has
and begin returning to his president for another red flag. Yellow-player A can take the
red flag to Yellow President to have it taken out of the game, or pass it to Yellow-player
B to take back.
If a player has his personal flag taken while carrying other flags, he must surrender the
carried flags to the one who took his flag. In this way a person can actually end-up with
both colors of active flags. A carrier can serve as a "medic" and provide a teammate with
an appropriate colored flag (but not his own flag). This flag system eliminates the need
for a jail. Motivated players will rush back and get another flag, while unmotivated
players will mosey back.
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Eventually, attrition begins to take effect as flags are taken out of play. Before long, even
the defenders close to the whale may not find it possible to get a new flag and return to
their posts.
When an active player from an opposing team grabs the whale, the game is not yet
over. The whale must make it back to the other president. The same rules apply for
carrying the whale as carrying extra flags. It can be passed to other active teammates,
but if the carrier's flag is taken, the whale must be left in place. However, unlike a
surrendered flag, a dropped whale does not get to go back to its original location. It
must be guarded where it falls.
Obviously, many of my terms and explanations of the rules reflect the evolution from
the war simulation game, Capture the Flag. However, they are unimportant. Change
the item that is carried and sync up the terminology with the story that you are telling
for that week and you have a game that enhances your theme and will become an
instant classic.
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SECTION 3
BEFORE YOU PLAY
_________________________________________
PREP THE STAFF
Depending on the complexity of the game, staff can quickly become overwhelmed. If they
are overwhelmed your campers will be, too.
1. Explain the overall theme, story and objective of the game.
2. Explain the “need-to-knows”. For example, if a player wants to purchase an item
with the coins she collected, all staff should know where to send her (the shop).
On the other hand, a staff person running the shop doesn’t need to know where
the “Cave of Parzival” is located. That is for the players to figure out.
3. Staff need to be assigned roles. A staff person could be an enemy, shop owner,
guard, skill tester, guide, innkeeper, bystander, weapons master, healer, or
something else. Give them write-ups of their character details (name, look,
purpose, weaknesses, etc.) and duties.
4. Answer any questions they have before Play Testing the game.
PLAY TEST
Begin with your opening skit and tutorial level. Play one area or part of the game at a
time so that some of the staff can act as players while the other half practice their roles.
Throughout the Play Test you may find that you’ll need to make adjustments to the game
play, rewards, cascading information choices, trading system or something else.
Once the game has ended run through your closing skit.
If you create a game mid-season and cannot get the help of your whole staff for a Play
Test, at least get your leadership staff together and Play Test the game as best you can.
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MAKE ADJUSTEMENTS
As you’re running through the Play Test you should be writing down any adjustments
that you and your staff deem necessary. After the Play Test is complete, gather the staff
together and discuss the adjustments that will be made, and ask for additional feedback
from your staff. Make further adjustments, including a change in staff roles/characters, if
needed.
PLAY IT
In the days leading up to the game you can hang posters, do teaser skits, and spread
rumors (“I heard there were elves in the forest here.”).
It’s suggested to have the counselors do a pre-game briefing with their individual groups
right before the opening skit. This allows campers to ask questions, which will help them
understand the game better. You don’t want to field questions from the whole camp one
at a time. That would take forever. Doing small group Q&As are much more effective. It
will also make it clear if the staff understand the game themselves.
Before the opening skit, give an introduction to the game. This not only makes sure that
all the campers are on the same page, but it also gives staff time to put on their costume
and get set-up. You may need to employ some other time stalling tactics like leading
camp songs depending on how long it takes for staff to get ready.
Once the tutorial has finished, staff are in costume, and everyone is in place, the game
can start.
USING LEVEL 1 AS THE TUTORIAL
Some video games set up the first level as a way to introduce players to the game and to
show them how to play the game. Having a skit to introduce players to the game world
and the objective is ideal. Having a starting area where the tasks are teaching players the
mechanics of the game through actual gameplay is a perfect follow-up to the skit.
In the next part of this ebook is a demo game where game mechanics are used to create
the game. The first level of the game is the tutorial.
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SECTION 4
STOPPING THE DARK
ELVES
_________________________________________
A DEMONSTRATION GAME
In a few hours I was able to come up with this game. It isn’t complete and it’s just a demo,
but it’s a good example of putting together all the elements of creating a camp-wide game.
With the help of a couple of staff or colleagues, the process could take less time (or more,
depending on how much fun you’re having developing your new camp-wide game). The
name of this demo game is Stopping the Dark Elves. Let’s go over the particulars.
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BOUNDARIES
Since all camps are different in size and terrain I took a map of a camp I found that I really
liked and used that as the demo for this game. It’s a cartoonish map of Camp Chief Ouray.
It can be found at the end of this section.
Since I would like this game to be as wide as possible I decided it would use the whole
camp. For this demo, however, we only use a portion of the map. The Intro Skit will take
place at the Kiwani-Owapi Fire Ring and Level 1 (The Tutorial) will take place over the
bridge in the Camp Craft/Camping areas.
STORY
Dark Elves are here to destroy the camp and surrounding areas. They despise nature and
children.
The Wood Elves of the surrounding forest area are non-violent elves, but they are willing
to help us stop the Dark Elves in order to preserve nature and keep us all safe.
The objective is to find the High Dark Elf who holds the Orb of Power. The Orb magnifies
the desires and power of whomever is holding it. The Wood Elves have been protecting
it for generations, until it was stolen by the Dark Elves.
The High Dark Elf is hiding. She must be found and defeated. Nobody knows for sure
how to defeat her or where she is hiding, but her minions have a map of where she is at
and some of them know how to stop her. Your team must collect the pieces of the map
from these Dark Elves and the pieces of the scroll that will tell you how to defeat her.
PLAYER INSTRUCTIONS
After you have done your opening skit of the High Dark Elf stealing the Orb of Power
and vowing to destroy the camp, give the campers just enough instruction to get them
going and keep them safe. Here are some examples for this demo.
•
Follow the signs. They will lead you to each level and side-quests if you decide to
take them.
•
Wood Elves will be at each level and are there to help guide you. If you have
questions they may, or may not, be able to answer them.
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•
The Game Shop will be located at the Dining Hall and you can go there at any time
during the game.
•
You can spend the gold, you earn or find, at the Game Shop OR you can save it for
tonight’s auction.
•
You must ALWAYS be with your team of four. If you are found without the entire
team you may find yourself in jail or paying a fine.
•
If you lose a battle with a Dark Elf, a random crazy person or a creature, you must
give up your lanyard (which represents the player’s life-force). You can get a new
lanyard (respawn) at the Game Shop or from a medic. (You can add a fee for new
lanyards if you want).
This is also a good time to go over the rules of battle if it hasn’t already been done in the
cabin groups. The swords (pool noodles) are the weapons they will start off with. Each
team gets only one. They can purchase additional and better swords or ranged weapons
(marshmallow shooters and/or Nerf guns) at the Game Shop.
When battling, if an arm or leg is hit, that player can no longer use it. Once two limbs or
the torso are hit, that player or creature is dead. Dark Elves and other enemies will
respawn after 30 seconds to battle other teams. Players must give up their lanyard and
get a new one.
Next, divide the campers into teams of four. This can be done any way you like. Once the
campers are in their teams they can enter Level 1.
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LEVEL 1 – THE TUTORIAL LEVEL
The teams cross the bridge into Level 1 (the Camp Craft and Camping Area). Wood Elves
will be spaced throughout the area. There is one Wood Elf for every two teams. If a team
goes to a Wood Elf that has already taken on two teams (s)he must send them to another
Wood Elf.
When teams first enter Level 1 they won’t be sure what to do. By not giving them
instructions, they will learn how the game works on their own, making it a more
immersive and enjoyable experience.
The teams will begin to DISCOVER the area. They may try to go back over the bridge but
will be stopped by a guard who will ask them for a Wood Elf’s blessing (a strip of green
fabric). Eventually they will ask a Wood Elf for help.
(S)he will tell them that they can have her blessing if they help her/him out. Once the
team has agreed to help a Wood Elf (s)he will tell them that they will get what they desire
if they complete 5 tasks. (S)he will then give them their first task. As they complete each
task, they must return to their Wood Elf for the next one. To keep the teams separated
each Wood Elf should have a different order of the tasks they hand out.
The Tasks
•
Bring one coin from one of the Dark Elves lurking in the forest. Teams will have
to fight and defeat a Dark Elf with their one sword. This Dark Elf will be pretty
easy to beat (It’s only Level 1, after all). When they beat the Dark Elf (s)he will
“drop” a gold coin and a puzzle piece. After they leave the Dark Elf will respawn
for the next team. If two teams decide to gang up on a Dark Elf that is fine. In that
case, the Dark Elf will “drop” a gold coin and puzzle piece for each team.
•
Find and return one of the lost magical items that has been stolen from the elves.
These could be anywhere in the beginning player area. Possible items could be
marbles, wizard hats, etc.
•
Prove your skills in a test of accuracy (archery, marshmallow shooters, bean bag
toss, etc.). Each team member will get a chance. Once completed, a reward
(weapon, magical item or gold) will be given to the team. If a bullseye is hit that
player will receive an achievement button they can wear.
•
Find one of the twigs with a token tied to it and bring it back. These twigs are very
precious to Wood Elves. The team can redeem the token at the Game Shop for a
random item.
•
Show your willingness to team up with others and build a 6-person human
pyramid.
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Once the team has done all 5 tasks, their Wood Elf will give them her/his blessing (strip
of fabric), 20 coins, and explain the properties of their new magical item which they can
use on their quest.
Teams must give the guard of the bridge the blessing in order to cross. After that most of
the teams will head straight to the Game Shop to redeem their token and possibly spend
their gold pieces on weapons, skill points, magical items, treats, etc. Yes, I said treats.
Giving campers the choice to get something that will help them in the game or a tempting
treat will challenge teams to make a decision together, which will probably include
compromise, negotiation, etc.
Once the teams have all completed Level 1, the staff can move to their next assigned
locations.
Through this tutorial they have learned that:
•
They will be required to battle enemies
•
There is gold, magical items and possible treasure hidden around
•
Wood Elves are helpful
•
Gold can buy you better items
•
Skill stations can earn you rewards
•
You can work with other teams to accomplish tasks that may be too much for one
team
•
They can only continue to the next level with a blessing (or a stamp in a passport)
that must be earned.
The rest of the game is filled with mini quests, battles, skill stations and whatever else
you’d like. In this demo we will continue on with two more levels and the final battle.
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LEVEL 2
Let’s say level 2 on the map is at the area where the Swings and Wagon are.
One of the Wood Elves will be standing there to offer guidance if needed (also to act as
supervision). In the area there are a few things to do and see.
Crazy Carl Wanted (optional)
On one of the trees hangs a Wanted Poster for Crazy Carl. It explains that a crazy human
named Carl is running around camp and must be captured. He may have information on
how to defeat the High Dark Elf. He is harmless, so there is no need to fear him. If
captured, take Crazy Carl to the nearest Wood Elf to claim the bounty. The bounty is gold
that can be spent at the Game Shop.
Word Marks
An NPC dressed like an old hermit beckons teams to come hear what he has to say. The
old man tells of how the High Dark Elf was once captured using Word Marks. These
Word Marks are symbols of an ancient race of Elves. When the right set of Word Marks
are in the correct order and then placed before the High Dark Elf, she will once again be
trapped, and her powers will be useless.
He then asks the teams to show him the puzzle piece they received in Level 1. He tells
them that there are two puzzle pieces in each area (or level). The puzzle pieces could be
in a bag or they could be hidden in different locations of each area. Once they find the
two puzzle pieces they are to return to him for his blessing (a strip of blue fabric) to move
on to the next area (or level).
PVP Challenge (optional)
A Wood Elf explains that all elves are ambidextrous. They feel it’s important to be able to
use both hands equally well. (S)he claims juggling helps them to achieve this.
•
For this Player Vs Player challenge one person from each team is chosen to
compete against a player from another team.
•
At the Wood Elf’s signal, both players begin to juggle three balls.
•
The player that juggles the longest wins.
•
The winning team is awarded a magical bean bag that freezes enemies for 15
seconds. It can be used an infinite number of times. It can also be stolen. It does
not work on the High Dark Elf or on other humans.
•
Any player that is able to juggle for two minutes straight is awarded the juggling
achievement button.
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•
Teams that have not won the PVP challenge may challenge other teams until they
win.
Note: Any time a potion or magical item is used the players must shout out its properties
so everyone knows what is going on. For example, if one of the players use the Freeze
Bag she must shout out “15 Second Freeze Bag!” after it has been thrown. That way all
NPCs and enemies can play to that scenario. If the enemy dodges the bag, he can pick it
up and keep it.
Some teams may be trying to finish the game as quickly as possible to get on the
Leaderboard for “Fastest Time”, so they will skip the side quests and optional challenges.
Other teams may be trying to get on the leaderboard by collecting the most items and
getting the “High Collector” achievement. (You can let campers know about the
leaderboard in the intro skit or through Cascading Information.)
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LEVEL 3
For this demo, Level 3 on the map is at the Low Ropes Course.
One of the Wood Elves will be standing there to offer guidance if needed (also to act as
supervision). In the area there are multiple things to do.
Battle the Dark Elves
Here there are two Dark Elves that are pretty formidable. They have high quality swords
(boffers) and shields. They must be defeated as they hold pieces of a puzzle and scroll
that teams need. Once they have been defeated a Wood Elf will give you their blessing to
get to the next level.
The Balance Skill (optional)
There is a chance to earn a reward and achievement button by taking the balance
challenge using one of the low ropes elements. An NPC is there to administer the
challenge to whomever would like to take it.
The Golden Puzzle Piece
A poster is hung on a tree that explains to teams how they can get the golden puzzle piece
which is needed to stop the High Dark Elf. The posters says it can be earned at one of the
random skills stations as a variable prize, found randomly somewhere along their
journey, awarded randomly by a secret NPC (maybe the NPC set out some trash and
waited to see who would pick it up and throw it away then give them the golden puzzle
piece), or purchased from the Game Shop.
Side Quest (optional)
The Wood Elf has a side quest for any teams interested. (S)he tells teams that there is a
great reward for those that can complete it.
•
In this side quest there is a potion that requires four ingredients.
•
The ingredients can be found in the area. Teams must hunt for them and bring
them back.
•
Once the ingredients are found they must follow the instructions and create the
potion.
•
If done correctly the potion will look a certain way.
•
When complete, the Wood Elf will tell them that it is an invisibility potion that can
be used only once.
•
(S)he will take the potion and give them an INVISIBILITY CARD. On the card it
will have the limitations of the potion, like how long its effects last.
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Note: Once a power-up card has been used, it must be handed in to the Wood Elf of that
area. Failure to do so may result in the loss of that player’s life-force.
Obviously, you would add additional levels with more quests and challenges. For this
demo, however, we are going to move to the final battle.
FINAL BATTLE
Once a team has cleared all the levels, they will come across the High Dark Elf. By now
they should understand that they need to take all the puzzle pieces they found and put
the puzzle together. They may or may not have the final puzzle piece which is gold
colored. If they don’t, they’ll need to go to the Game Shop to purchase one.
While the puzzle is being assembled, the High Dark Elf is trying to steal their life-force.
A nearby Wood Elf tells them that they must distract her while their teammate completes
the puzzle. If the High Dark Elf touches you, your life-force is gone.
Once the first team completes the puzzle they are finished, but the High Dark Elf is not
trapped. She slows down though. One Word Mark puzzle is not enough. It looks as
though we will need all the puzzles to stop her.
One by one teams will get to the end and complete their puzzles. Each time they do the
High Dark Elf slows a little more. Once all teams have made it back and completed their
puzzle, the High Dark Elf will freeze and then be taken away by Wood Elf guards.
Everyone cheers and has some time to socialize and talk about the game while staff take
off their costumes. Teams may sell back their weapons and magical items to the Game
Shop for gold. The equipment is now used so they won’t get back as much as they spent,
however. They can spend the gold on treats and trinkets, or they can save their gold for
the auction.
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A FEW ADDITIONAL IDEAS
Ideas for the Properties of Magical Items
• •
Invisibility Berzerk
• •
Invulnerability Immunity
• •
Intelligence Cry of the Banshee
• •
Friendship Treasure Hunter
• •
Mind Control Vertigo
• •
X-Ray Vision Curse Casting
• •
Teleportation Freezing
•
Accuracy
Fun Ideas for NPCs (Non-Playing Characters)
Besides the NPCs like guards, medics, etc., here are some fun ones to add if you have the
staff.
Mislayer
Help this NPC find something he lost, and you might get a reward.
Mercenary Employer
An NPC wants to higher you to take care of her enemies.
Talent Scout
This NPC roams around asking players to sing songs. She pays gold if it’s good.
Trivia Gnome
His NPC loves to ask questions.
Town Crier
This NPC stands out in the open and shouts out news, clues and more.
Wizard
Help this character out and you may receive a rare magical item that will help you on
your quest.
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THE AUCTION
This is an option you can add to your camp-wide game event. Later in the day, or that
evening, hold an auction as a way for campers to spend their remaining gold. Lay out all
the items that will be auctioned off so that they can get an idea of what they can bid on.
Have a couple of mystery items to keep it interesting,
Auction items can be things like retro camp shirts, craft kits, snack items, late night
kitchen raids, a trip into town for ice cream, the opportunity to throw a staff member in
the lake, free time, etc.
At the end of the auction you’ll find that some of the teams or players will still have gold
left over. You can offer to exchange their gold for camp store bucks or small Oriental
Trader type prizes.
You can make the auction an event itself by adding decorations, music, a slideshow of
photos taken during the camp-wide game, etc.
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MECHANICS USED FOR THE DEMO GAME
As you can see there are many game mechanics in use for this game. Let’s take a look at
them.
WORLD
The world the game takes place in is the camp itself.
AREAS
The areas include the levels and the shop.
STATIONS
Multiple stations are in each area.
BOUNDARIES
While this is a combination of an open world game (teams can go to the shop anytime,
they can do optional quests and challenges) and a linear game (one level area to the next)
there are still boundaries. Mostly the normal camp boundaries are in affect, but there are
also places that are guarded.
EPIC MEANING
Saving nature, the camp and everyone in it
MAIN OBJECTIVE
Finding and defeating the High Dark Elf
SKILLS/TRAITS
Tested at each level (accuracy, balance, strength, etc.)
TEAMS
Made up of 4 players
ENEMIES/OPPONENTS
Dark Elves, Crazy Carl and the Beast
NPCs
Wood Elves, Shopkeepers, Guards, Runners, Medics
EQUIPMENT
Pool Noodles, Marshmallow Shooters
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VANITY ITEMS
Not discussed, but I would definitely have them in the game
ELITE ITEMS
Boffer Swords and Nerf Guns
POWER-UPS
Invisibility Potion
CURRENCY
Gold and Blessings
TUTORIALS
Pre-Game Briefing, Opening Skit, Opening Rules, Level 1
CASCADING INFORMATION
Wood Elves, Bounty Posters
PROGRESSION
Leveling
QUESTS
Variety of Quests in each Area
CHALLENGES
Skills challenges, Quest challenges, Battling Dark Elves
SPECIAL CHALLENGES
Catching Crazy Carl, Surviving the Beast
DISCOVERY
Open World Game with ability to discover side quests, hidden challenges, etc.
LEVELS
Flat Leveling
LIFEJACKET
Wood Elves located at each level to give information when needed
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TRADING SYSTEMS
Currency and Blessings traded for weapons and power-ups (and candy)
CAPTURE OR KILLED
Lanyards that represent life-force, medics, respawn potions
RESPAWN
Medics and potions for players, 30 second time-out for Dark Elves
PUNISHMENT
Find medic to respawn or go to Game Shop
ACHIEVEMENTS
Buttons at skill stations
STATUS
Achievement Buttons, Leaderboard, Elite Weapons
BONUSES
For demonstrating top skills
FIXED/VARIABLE REWARDS
Both
RANDOM REWARDS
Not mentioned, but I would have them.
TOTAL RANKINGS
Leaderboard
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ALTERNATIVE TO VIOLENCE
Some camps may not allow “violence”. Instead of Color Wars they call it Color Olympics
or Color Clash. They don’t play games like Mafia, Murder, or Pow…or even Dodgeball!
Let’s take the violence out of this demo game. Instead of the Dark Elves coming to destroy
the camp and surrounding areas, they are here to deforest the surrounding areas because
they love wood. They don’t need it, but they want it.
The sword battles with the Dark Elves are switched out for skill battles. Dark Elves are a
very arrogant and competitive race. They don’t believe any human can beat them at
games of skill. Each Dark Elf will have their own Game of Skill for players to play. For
example, at level 2 players compete against the Dark Elf in a beanbag toss (Cornhole).
The neat thing about this is that you can adjust the skill level for each game. In Cornhole
younger players can throw bean bags from a shorter distance than older players, The
Dark Elf can be even further away.
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CHARACTERS and NPCs
WOOD ELF
Most Wood Elves will begin at Level 1. After that they will each take
a level area. There they will supervise the area, give information to
the teams, address any side quests, take in any magical cards after
use, give blessings, etc.
Dress in forest colors – browns and muted greens.
DARK ELF
Dark Elves will be in their specified level areas. One or
two of them will roam around the game world creating
chaos and random battles. The skill level they play at
should depend on the level they are in. Each one will
have a weapon and some will have shields. If killed, they
will wait 30 seconds and then “respawn” (stand up) and
prepare for the next team. Once they have battled a team
they will no longer engage with that team for the rest of
the game.
Dress in black.
HIGH DARK ELF
This is the main bad Dark Elf. She (or he) will appear for the opening
skit and at the end. She will not battle anyone as she’ll have a force
field around her. She is more of a sorceress.
Dress in a black cloak.
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GAME SHOPKEEPERS
Shopkeepers will be in the shop selling items.
HEALERS/MEDICS
Healers will be at one of the medic stations located around camp. They will
give players new lanyards that will allow them to re-enter the game.
Wear white and red.
SKILL TESTERS
There is one skill tester per area. They will give instructions to
the players on the challenges, give out awards and/or points,
achievement buttons and gold.
GUARDS
Guards will be at certain locations where players must have some
sort of item to enter. They are not there to battle Dark Elves, only
to keep people out of areas they have not earned the right to be
in.
Dress like a bouncer at a club, or you could go with a Roman guard look.
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