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1478 lines
68 KiB
Plaintext
1478 lines
68 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Creating Epic Camp-Wide Games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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Create Epic Camp-Wide Games 0 SummerCampPro.com
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--- PAGE 2 ---
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HOW TO CREATE EPIC CAMP-WIDE GAMES
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By Curt “Moose” Jackson
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Copyright © 2019
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All Rights Reserved. No part of this publication may be reproduced or distributed in
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any form or by any means, electronic or mechanical, including photocopying and
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recording, without express permission of the author.
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Brief quotations may be used in reviews prepared for inclusion in a magazine,
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newspaper, or for broadcast.
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Cover Design: Curt “Moose” Jackson
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To contact author, email curt@recreationpros.com.
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Create Epic Camp-Wide Games 1 SummerCampPro.com
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--- PAGE 3 ---
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A special thanks to James Davis and Jack Schott
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for inspiring me to write this ebook by first writing their booklet
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A Comprehensive Guide to Creating Large Group Games from Scratch.
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Create Epic Camp-Wide Games 2 SummerCampPro.com
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--- PAGE 4 ---
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TABLE OF CONTENTS
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INTRODUCTION ...................................................................................................................... 4
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CREATING THE STORYLINE ...................................................................................................... 8
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THE GAME MECHANICS ......................................................................................................... 10
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ENVIRONMENT MECHANICS ........................................................................................................... 12
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PLAYER MECHANICS ....................................................................................................................... 13
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GEAR MECHANICS ........................................................................................................................... 16
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GAME PLAY MECHANICS ................................................................................................................. 18
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REWARDS ....................................................................................................................................... 23
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CAPTURE THE FLAG - REVISITED ...................................................................................................... 26
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ADDING A STORYLINE ..................................................................................................................... 28
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BEFORE YOU PLAY ................................................................................................................. 31
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PREP THE STAFF .............................................................................................................................. 31
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PLAY TEST ....................................................................................................................................... 31
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MAKE ADJUSTEMENTS .................................................................................................................... 32
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PLAY IT ........................................................................................................................................... 32
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STOPPING THE DARK ELVES ................................................................................................... 33
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BOUNDARIES .................................................................................................................................. 34
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STORY ............................................................................................................................................. 34
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PLAYER INSTRUCTIONS ................................................................................................................... 34
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LEVEL 1 – THE TUTORIAL LEVEL ....................................................................................................... 36
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LEVEL 2 ........................................................................................................................................... 38
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LEVEL 3 ........................................................................................................................................... 40
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FINAL BATTLE .................................................................................................................................. 41
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A FEW ADDITIONAL IDEAS .............................................................................................................. 42
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THE AUCTION .................................................................................................................................. 43
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MECHANICS USED FOR THE DEMO GAME ....................................................................................... 44
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ALTERNATIVE TO VIOLENCE ............................................................................................................ 47
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CHARACTERS and NPCs ................................................................................................................... 48
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THE WORKSHEETS ................................................................................................................. 52
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CREATING AN EPIC CAMP-WIDE GAME ........................................................................................... 53
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WORKSHEET ................................................................................................................................... 53
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CHALLENGE SHEET .......................................................................................................................... 69
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STAFF ASSIGNMENTS ...................................................................................................................... 71
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CLASSIC GAME ALTERATION CHECKLIST .......................................................................................... 72
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RESOURCES ........................................................................................................................... 73
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Create Epic Camp-Wide Games 3 SummerCampPro.com
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--- PAGE 5 ---
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INTRODUCTION
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Have you ever played a camp-wide game; you know, those multi-hour games that
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involve the whole camp? If so, you may have had the experience that many camps have
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had. That experience being total chaos.
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Here’s how my first camp-wide experience played out. It was my first summer as a unit
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leader. The new program director wanted to play a camp-wide game that had been
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around for years. She had played it at her last camp and loved it. So, she decided to put
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it on the schedule and share the instructions on how to play it with the staff. Two of the
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more outspoken staff figured they understood the game and said so when the whole staff
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was asked. The rest of us were a bit confused (including me), but nobody spoke up for
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fear of being the only one who didn’t get it.
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Then the time came to play and the whole camp gathered together. The instructions of
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the camp-wide game were given to the campers by the program director. It was
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immediately apparent that they didn’t understand either. The program director simply
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said, “Once we start playing you’ll get the idea.”
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The game started and the two outspoken guys who thought they understood everything
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started leading campers to the wrong areas and had them doing the wrong things. The
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program director was trying to get everything on track, but within minutes the whole
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game had already been derailed. Most of the staff were looking at each other for hints
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and clues on what to do, while the campers were just running around in circles. It was
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total mayhem.
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Have you had a similar experience? Maybe your camp doesn’t do camp-wide games
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beyond the occasional counselor hunt or Capture the Flag. Not because nobody wants to,
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but because nobody knows any camp-wide games. Or, I suppose, it could be that your
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camp does indeed run a camp-wide game or two and things have been fine, but you’re
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looking to spice things up with a new game or an improvement on one of your current
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games.
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No matter what scenario your camp falls into, this ebook is what you need.
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Thankfully, creating a camp-wide game that engages your staff and campers, or spicing
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up one of your current camp-wide games, is not as difficult as you might think. It doesn’t
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have to be overwhelming.
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Create Epic Camp-Wide Games 4 SummerCampPro.com
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--- PAGE 6 ---
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This ebook isn’t meant to create a game for you. Camp facilities, ages of campers, size of
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staff, and budgets all vary from camp to camp. Your ideal camp-wide game will vary as
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well, as a result. The ebook is meant to guide you to creating your own game, one that
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comes from the imagination of you and your team. Once you understand how game
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mechanics play into a quality game, you’ll have no problem creating one (or more) epic
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camp-wide games.
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Create Epic Camp-Wide Games 5 SummerCampPro.com
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--- PAGE 7 ---
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ELEMENTS OF AN EPIC CAMP-WIDE GAME
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There are certain elements that go into creating an epic camp-wide game. Sure you can
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create a game that everyone participates in without having to include all the elements
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below, but it won’t be epic. Let’s begin with the story.
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A STORY
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A great camp-wide game has a story. You start with a theme, add in who, what, where,
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when and why, and presto, now you have the foundation for a story. The story can be
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about almost anything. Adding a story is what takes a game from average to epic.
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CLEAR OBJECTIVE AND INSTRUCTIONS
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Staff and campers alike must understand what the objective of the game is. They also
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need to be clear on the rules and instructions. That doesn’t mean the game has to be
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simple. It can be complex as long as everyone is clear on how to play.
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PROPER GAME MECHANICS
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From a clear understanding of the objective to an understanding of the game’s reward
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system, the mechanics of the game dictate every aspect of gameplay. Choosing the right
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ones will make or break the enjoyment campers and staff get from playing. Video game
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and board game designers have been using “game mechanics” for decades.
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INCLUSION
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Many camp games are geared towards the more athletic kids (Dodgeball, Capture the
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Flag, Tug-of-War, etc.). For a camp-wide game to be successful, it needs to be enjoyable
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for everyone no matter their athleticism, age or limitations. There is no one game that is
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good for everyone. That’s why it’s best if you create or modify the games you’ll be playing
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to fit your camp’s situation.
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STAFF BUY-IN
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If the staff are rolling their eyes, or they don’t understand what is happening in the game,
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the kids won’t enjoy it. It’s important that the staff be on board. The best way to do that
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is to show enthusiasm for the game and make sure they understand the basics.
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PROPS and COSTUMES
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A game that takes place in medieval times just feels more “real” if people are “tagging”
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each other with foam swords, instead of their hands. An Elf in a cloak has more of an
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immersion feel than an elf in shorts and a camp shirt.
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Create Epic Camp-Wide Games 6 SummerCampPro.com
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--- PAGE 8 ---
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I hope your curiosity is peeked. You may be a bit apprehensive about creating an epic
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camp-wide game. It may seem like a daunting task, but if you follow the instructions in
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this ebook you will see how fun it can be to create your own games.
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I suggest you get other staff involved in the game making process with you. It will make
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creating an epic camp-wide game more enjoyable, and, while you may be able to come
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up with a great game on your own, together you’ll be able to come up with a better story
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and better ideas for gameplay.
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Create Epic Camp-Wide Games 7 SummerCampPro.com
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--- PAGE 9 ---
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SECTION 1
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CREATING THE
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STORYLINE
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_________________________________________
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Let’s begin with the storyline.
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You’ll want to choose a storyline that will keep kids engaged. The more engaged they are
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and the more the staff have bought into the story, the more fun and exciting the game
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will be for everyone.
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There are video games that don’t have storylines like Pong, Tetris, Candy Crush and so
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on, but these are simple one or two player games. We are creating a massive multi-player
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game. Many of the biggest video game titles these days have storylines, and these types
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of games have created a multi-billion dollar industry. When we talk about classic camp
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games most of them don’t have stories either (Dodgeball, Capture the Flag, Counselor
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Hunts). It doesn’t have to be that way. We want to create an immersive, EPIC game for
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camp…or at least give our classic games some juice.
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Consider the team-building games we do at camp - Spider Web, Giant’s Ladder, Lava Pit,
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etc. We create stories and scenarios that immerse the participants into a new reality
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making the challenge much more entertaining.
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Your camp-wide game story can be anything you can imagine. Here are just a few
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examples:
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•
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Dark Elves have invaded camp and are looking to destroy it all.
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•
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Pirates have kidnapped the director.
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•
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An alien race has arrived at camp and nobody knows what they want.
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•
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You woke up in an alternate world and must find a way back home.
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•
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A secret society is poisoning the nature around camp and they must be stopped.
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•
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A group of wild creatures love to steal and hide valuable treasure. The treasure
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must be returned.
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•
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A powerful wizard and his minions want to take over camp.
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Create Epic Camp-Wide Games 8 SummerCampPro.com
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--- PAGE 10 ---
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•
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Fairies are being threatened by Gnomes. The fairies need your assistance.
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•
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The zombie apocalypse has begun.
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•
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A time machine has brought a bunch of odd characters to camp. Though they
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aren’t dangerous, they must be sent back to their own time.
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•
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The director has fallen into an ancient trap and only one of the many artifacts
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supposedly hidden around camp will save her.
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•
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A spell has been cast on a book of fairytales and they are all coming to life. The
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one responsible needs to be stopped and the characters need to return to the book.
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Have fun creating a fantastical story. When creating interesting characters ask yourself:
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•
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Who are they?
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•
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Are they good, evil or something in between?
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•
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What do they look like?
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•
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What do they sound like?
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•
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What sort of clothing do they wear?
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•
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What sort of powers and skills do they possess?
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•
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Where did they come from?
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•
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Why are they here?
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•
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When will they leave?
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•
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How did they get here?
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•
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How can we help them? or How can we stop them?
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Create Epic Camp-Wide Games 9 SummerCampPro.com
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--- PAGE 11 ---
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SECTION 2
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THE GAME MECHANICS
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_________________________________________
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What are Game Mechanics?
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Game mechanics are the building blocks that provide the rules of how to interact with
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the game. They determine the complexity and level of a player’s interaction.
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“These are the procedures and rules of your game. Mechanics describe the goal of your game, how
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players can and cannot try to achieve it, and what happens when they try.” Jesse Schell: The Art
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of Game Design
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For example, here are the game mechanics used in a classic camp game. When you break
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down the building blocks we call game mechanics, this is what you get.
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CAPTURE THE FLAG
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•
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Team Mechanic - Players are divided into 2 teams
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•
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World and Boundary Mechanics - The field is the world and it has very specific
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boundaries that are visible using a rope and/or cones.
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•
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Objective Mechanic – The objective is to get the opposing team’s flag to your
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side.
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•
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Tutorial Mechanic - In this game the tutorial is given verbally by the game
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leader.
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•
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Capture Mechanic - Players can tag one another when a boundary has been
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crossed.
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•
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Punishment Mechanic - Tagged players go to jail.
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•
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Respawn Mechanic - Instead of being out of the game, players have the chance
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to reenter the game (or respawn) by being rescued by teammates.
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•
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Game End Mechanic - A team wins (and one team loses) when a flag has been
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stolen and brought across a boundary. Not all games have a ‘game end’
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mechanic.
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Create Epic Camp-Wide Games 1 0 SummerCampPro.com
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--- PAGE 12 ---
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•
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Challenge Mechanics – Avoid getting tagged on other team’s side. Tag any of
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the other team’s players that are on your side. Steal the other team’s flag. Get the
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flag to your side.
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On the next few pages you’ll find a list of the game mechanics used for camp-wide games.
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The game mechanics are divided into five sections:
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•
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Environment
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•
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Players
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•
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Gear
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•
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Game Play
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•
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Rewards
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Not all game mechanics will be used in your game. You and your team of planners will
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decide which ones to use and which ones to set aside.
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Create Epic Camp-Wide Games 1 1 SummerCampPro.com
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--- PAGE 13 ---
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ENVIRONMENT MECHANICS
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WORLD
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This is the overall environment that the game takes place in. It can be a different planet,
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different time, different place on Earth, different reality, or a combination. An “open-
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world” environment, where the players can go where they want, gives them a feeling of
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freedom and curiosity but can be tough to control. A “linear” world environment, where
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players follow a specific path, makes the game more manageable but takes away the
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exploration factor.
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Examples include:
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• •
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New Planet Your Camp
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• •
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Alternate Reality Travels in Time
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• •
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The Wild West Hogwarts
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AREAS
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These are areas within the game world.
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Examples include:
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• •
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Cities of a new planet Actual areas of the camp
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• •
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Buildings of an alternate reality Different times in history
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• •
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Outposts and Ranches Classrooms
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STATIONS
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Stations are locations within areas where there is a task or challenge to be completed.
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Examples include:
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•
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A maze where players have to figure their way out
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•
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A stable where players are challenged to play horseshoes
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•
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A cave where a team of players must defeat a monster
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•
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A crossroad where players are given a choice
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•
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The Archery range where players are challenged to hit the target.
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BOUNDARIES
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Every game has to have some boundaries. If the game play area (or world) is too large,
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players will get lost and/or lose interest.
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Create Epic Camp-Wide Games 1 2 SummerCampPro.com
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--- PAGE 14 ---
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PLAYER MECHANICS
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AVATAR
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An avatar is the player’s character. In massive multiplayer online games, players create
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their own characters (or avatars). Your campers will most likely be their own avatars.
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CUSTOMIZATION
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Half the fun of having an avatar is customizing it. Customizing is fun to do and gives the
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avatar some character. Some players choose to go crazy or bizarre while others choose to
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be tough and cool. You can offer this as an option to your campers – allowing them to
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customize themselves using different props.
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Examples include:
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• •
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Wigs Face paint
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• •
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Costumes Colored Hair Spray
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• •
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Armor Temporary Tattoos
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SKILLS/TRAITS
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Skills or traits are a very powerful way of creating emergence in the game while fulfilling
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the power and autonomy motivators. They give the player a sense of control and mastery
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and can make a game far more complex. While making a game more complex seems
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scary, it can also add a lot of fun and excitement.
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Skills and Traits can be given to players at random at the beginning of the game or they
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can be earned during the game. An example of a skill might be a +1 in archery. If a player
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carries an Archery +1 card, they get to shoot from one or two paces closer to the target
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than everyone else during an archery skill challenge, or maybe they get to use a
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compound bow instead of a recurve bow. If a player has a Healing +1 card, they can
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revive one player per level if that player loses his/her life force.
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Examples include:
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• •
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Archery Lock Picking
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• •
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Mind Control Strength
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• •
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Puzzle Mastery Endurance
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• •
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||
Healing Intelligence
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• •
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||
Berzerker Luck
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||
• •
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Charisma Resistance
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||
Create Epic Camp-Wide Games 1 3 SummerCampPro.com
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||
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||
--- PAGE 15 ---
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TEAMS
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Teams can be used as part of the rules of the game and/or as a game mechanic when a
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challenge or quest calls for larger numbers. Competition and the feeling of being part of
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a group are really powerful human drivers and they should be taken into account.
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||
Examples include:
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||
• •
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||
Pairs Limited Time Team-Ups
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• •
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||
Foursomes Coed
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||
• •
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||
Color Teams Mixed Ages
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||
GUILDS
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||
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:
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||
• •
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||
Color Guild By Skill (Archer’s Guild)
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||
• •
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||
Thieves Guild Random (John’s Guild)
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||
•
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||
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
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||
restore order.
|
||
Examples include:
|
||
• •
|
||
Monsters Ninjas
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||
• •
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||
Pirates Aliens
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||
• •
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||
Zombies Robbers
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||
• •
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||
Other Teams Dark Elves
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||
• •
|
||
Deforesters Time Travelers
|
||
• •
|
||
Trolls Super Villians
|
||
Create Epic Camp-Wide Games 1 4 SummerCampPro.com
|
||
|
||
--- PAGE 16 ---
|
||
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
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||
• •
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||
Town Crier Old Hermits
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||
• •
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||
Bystanders Quest Givers
|
||
Create Epic Camp-Wide Games 1 5 SummerCampPro.com
|
||
|
||
--- PAGE 17 ---
|
||
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
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||
• •
|
||
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
|
||
Create Epic Camp-Wide Games 1 6 SummerCampPro.com
|
||
|
||
--- PAGE 18 ---
|
||
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
|
||
Create Epic Camp-Wide Games 1 7 SummerCampPro.com
|
||
|
||
--- PAGE 19 ---
|
||
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
|
||
Create Epic Camp-Wide Games 1 8 SummerCampPro.com
|
||
|
||
--- PAGE 20 ---
|
||
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
|
||
Create Epic Camp-Wide Games 1 9 SummerCampPro.com
|
||
|
||
--- PAGE 21 ---
|
||
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
|
||
Create Epic Camp-Wide Games 2 0 SummerCampPro.com
|
||
|
||
--- PAGE 22 ---
|
||
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
|
||
Create Epic Camp-Wide Games 2 1 SummerCampPro.com
|
||
|
||
--- PAGE 23 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 2 2 SummerCampPro.com
|
||
|
||
--- PAGE 24 ---
|
||
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)
|
||
Create Epic Camp-Wide Games 2 3 SummerCampPro.com
|
||
|
||
--- PAGE 25 ---
|
||
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
|
||
Create Epic Camp-Wide Games 2 4 SummerCampPro.com
|
||
|
||
--- PAGE 26 ---
|
||
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
|
||
Create Epic Camp-Wide Games 2 5 SummerCampPro.com
|
||
|
||
--- PAGE 27 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 2 6 SummerCampPro.com
|
||
|
||
--- PAGE 28 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 2 7 SummerCampPro.com
|
||
|
||
--- PAGE 29 ---
|
||
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".
|
||
Create Epic Camp-Wide Games 2 8 SummerCampPro.com
|
||
|
||
--- PAGE 30 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 2 9 SummerCampPro.com
|
||
|
||
--- PAGE 31 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 3 0 SummerCampPro.com
|
||
|
||
--- PAGE 32 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 3 1 SummerCampPro.com
|
||
|
||
--- PAGE 33 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 3 2 SummerCampPro.com
|
||
|
||
--- PAGE 34 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 3 3 SummerCampPro.com
|
||
|
||
--- PAGE 35 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 3 4 SummerCampPro.com
|
||
|
||
--- PAGE 36 ---
|
||
•
|
||
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.
|
||
Create Epic Camp-Wide Games 3 5 SummerCampPro.com
|
||
|
||
--- PAGE 37 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 3 6 SummerCampPro.com
|
||
|
||
--- PAGE 38 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 3 7 SummerCampPro.com
|
||
|
||
--- PAGE 39 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 3 8 SummerCampPro.com
|
||
|
||
--- PAGE 40 ---
|
||
•
|
||
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.)
|
||
Create Epic Camp-Wide Games 3 9 SummerCampPro.com
|
||
|
||
--- PAGE 41 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 4 0 SummerCampPro.com
|
||
|
||
--- PAGE 42 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 4 1 SummerCampPro.com
|
||
|
||
--- PAGE 43 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 4 2 SummerCampPro.com
|
||
|
||
--- PAGE 44 ---
|
||
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.
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Have a couple of mystery items to keep it interesting,
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Auction items can be things like retro camp shirts, craft kits, snack items, late night
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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
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left over. You can offer to exchange their gold for camp store bucks or small Oriental
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||
Trader type prizes.
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||
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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--- PAGE 45 ---
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MECHANICS USED FOR THE DEMO GAME
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As you can see there are many game mechanics in use for this game. Let’s take a look at
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||
them.
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||
WORLD
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||
The world the game takes place in is the camp itself.
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||
AREAS
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||
The areas include the levels and the shop.
|
||
STATIONS
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||
Multiple stations are in each area.
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||
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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|
||
|
||
--- PAGE 46 ---
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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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|
||
|
||
--- PAGE 47 ---
|
||
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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|
||
|
||
--- PAGE 48 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 4 7 SummerCampPro.com
|
||
|
||
--- PAGE 49 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 4 8 SummerCampPro.com
|
||
|
||
--- PAGE 50 ---
|
||
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.
|
||
Create Epic Camp-Wide Games 4 9 SummerCampPro.com
|