COMBAT COORDINATOR'S MANUAL

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It is the job of the Combat Coordinator or CC to create the environment in which the game is played and to guide and moderate the game play. The CC is neutral and his/her only concern should be to ensure realistic game play. Ideally you would play Phyrfight™ for some time before taking on the responsibility of Combat Coordinator. But you may not have that luxury. Maybe Phyrfight™ is new to your group of friends and you just want to get them interested in the game. If that is the case we suggest that you start off with just 2 or 3 players and you keep the missions simple. Its not rocket science but being a successful CC requires preparation and being able to handle several lines of thought at the same time. Give it a shot and if the players are having fun and getting better, then you are doing a good job. You can also contact someone on the message board and see if they have any advice for a rookie CC. The main thing it takes to be a CC is a good imagination and the ability to think way outside the box, or as we like to say around here, outside the circle. The more knowledge of weapons, strategy, and tactics you have, the more realistically you can control the opposing forces. And the more realistic the game play and final outcome will be.

CC Objectives

Teach: One of the primary roles of the CC is to teach and mentor new players. Remember it is not your job to get every body killed and show them how stupid they are. In spite of the fact that they may be very ignorant and foolish, your job is to create a mission for them that is survivable given their current skill level. And they should have fun too. Of course if they do too many foolish things they will die. But after the mission is over you can show them what they could have done differently to survive. Then, in theory, they learn something even though they died and will do better next time.

Create the map: We have provided a few example maps. Your maps don't have to be detailed unless you want them to be. You can work on them for days or just crank one out 5 minutes before the game, it doesn't really matter. All the really cool stuff is happening inside everyone's head anyway. So you don't really need a perfectly drawn map

Create and place the opposing forces and any neutrals: You will need to put the enemy units and non-combatant units throughout the map in any way you see fit. For example, this may mean placing enemy units in positions to guard a building, and non-combatants inside and around the same building. You dont mark them on the map that the players see unless that is part of their intel briefing. You just need to decide where enemy units and non-combatant units will be and what they will do.

Control the game: You must control the flow of information in the game. If team members are physically separated or have significantly different vantage points you must make sure that you let only the team members that can actually see what you are describing hear the description. Have the other team member(s) lean away and cover his ears or go get a drink, what every it takes to make sure he doesn't get the advantage of the scene description. If the teammates have radios and they think to relate what you have described, that's okay. But if they forget to communicate they must suffer the consequences. Shoot, Move, Communicate.

You will roll the dice for all enemy players.

It is a good idea to have a stop watch in order to force players to make decisions in a timely manner. For example you start the stop watch and then tell a player, you hear footsteps coming toward you. You have 30 seconds, what do you do?

Make decisions for enemy and neutral players. (should occasionally roll the dice to interject randomness to the actions of the virtual players) Don't give all the virtual characters Delta Operator skill levels. Most people in the real world have little or no training.

Set the time of day and any meteorological conditions.

Set the parameters for a successful mission outcome.

The CC is neutral. Your job is to make the game play interesting, realistic and fun. Ideally the players should learn something about themselves, each other and their equipment each time they play.

Phase-Based™ Combat

This is where Phyrfight™ is very different from all other RPGs. Just like in the real world many things can happen at the same time and it is the responsibility of the CC to keep everything  in sync or In Phase. Hence the name Phase-based™ RPG. The CC can literally move the game back and forth in time within a particular event or series of events. For example, if your team is suddenly ambushed, the team members would not just stand around and twiddle their thumbs until it was their turn to do something. Everyone would do something immediately, at the same time. The CC moves the game back and forth, to and from that moment in time in small increments until he has moved everybody forward in time to some point where everything is in sync again.

Example of Phase-Based™ Play:


First the CC determines who has tactical advantage. This is very important because if you do not have tactical advantage, meaning you are not the first one to act in an engagement, then you are handcuffed by reaction time and unable to do anything for approxamatly one third of a second. That's 3 rounds of automatic weapons fire (in the game any way, in real life it would vary considerably but for the purposes of the game this works fine) or a single shot from a pistol, rifle or shotgun. In other words without tactical advantage you might start out the game, dead.

In this example lets say the team is moving down a street at night when an ambusher opens up on you with an AK-47 from across the street. You are player 1 of a 4 person team. The CC has determined the skill level of this bushwhacker and rolls the dice for him. Using the "Hit Probability Matrix" the CC determines what he must roll in order to hit you. He rolls the dice for each round shot at you. You are lucky, all three rounds miss you. If he had hit you then the CC would have rolled again for each "hit" and used the "Damage Chart" to determine where on your body you were hit. Each area on the body corresponds to a number on the 20 sided dice. Then for each hit you can look at the "Weapon Damage Chart" to see how many hit points that caliber weapon inflicts for each hit. Lose all your hit points and you are dead. But as we said, you were lucky this time. The CC says to you "what do you do now?" You reply that you dive behind the parked car to your left. The CC explains that the attacker follows you with the muzzle of the AK and continues to spay lead. The ambusher did not shoot only three rounds, he is using the rifle as a 7.62 x 39 mm hose. But no one could react until those 3 rounds had been fired. The car is a big old sedan and the bullets do not penetrate so there is no need to roll the dice to see if you are hit, but you are pinned down.

The game has moved forward in time to the point where your initial phase is over. Now the CC moves back in time to the same point that the ambusher opened fire on you and asks each team member what they do at that moment in time. As players become more experienced the CC may expect each player to act on his own and not wait for the CC to ask what he is doing. In other words if you do not interrupt the CC and say something like " I drop to one knee and open fire" then he may assume you are paralyzed with fear or indecision and just do nothing. That would be bad. For beginners it is best to prompt them. Once the phase is complete and time has been re-synced and everyone has moved passed that moment in time, it is too late to go back and relive that event. A player may not say " But I wanted to throw a grenade." The time to act was during that engagement phase. The players must tell the CC what they want to do or they lose the opportunity during that phase of combat.

If players are separated by distance it is very likely that some players may not be locked into a combat phase while some players are. The players not in combat are free to move at will. The CC will have to determine how much time passes during each part of the combat phase and tell the non phase-locked players how much they can do or move in any given segment. It will be the responsibility of all players to keep the CC informed of their intentions. This sounds a lot more complicated than it really is. Once you get the hang of the Phase-Based™ part, the game will move very fast and get quite exciting. Kind of like, well.... combat.

Once everybody has had a chance to react, the first phase of the combat is over. Hopefully all of your other team members returned fire and saved your ass by killing this ambushing bad man. If not, then the combat keeps moving forward in little increments until the threat is neutralized, the danger is over, or you are all dead. Tip: Don't get dead, that's a bad thing. Unlike Unreal Tournament you don't get "respawned", you get buried.

If one of the team members is killed, at the discretion of the CC, he or she may re-enter the game as one of the CC controlled players, such as a hostage or a neutral or pro freedom-fighter civilian. It would not be fair to re-enter the game as a member of the opposing force because you have knowledge of the mission objectives that would make your moves unrealistic. Once the deceased player re-enters as the virtual player/character, the CC no longer controls that character and the killed team member is free to do as he wishes. The CC will have to watch his play carefully and be sure that the player's knowledge of the mission objectives is not causing him to act improperly. Sometimes it is just simpler to let the killed player sit out the rest of the mission and observe.

The mission proceeds in this fashion until the objectives are met or everyone is killed.

Debrief
This is when you talk about what went wrong, what went right and why. The CC should reveal all the information that the team didn't discover during the mission and tell them what they could have done differently. At this time the CC can award experience points to those who deserve them. Sometimes just surviving can earn points. After all that's what experience means, they didn't get dead and they learned something that can help them next time.


 


 
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