Moonshine Run was a small field/ small player/one day scenario game that could certainly be scaled up..
The team that had the most play money earned at the end of the day won. For some reason, the players fought a LOT harder for play money than points.
Mid field was the "Store" where you sold your shine for play money and bought your corn, sugar, and supplies to make extra stills for extra production.
A still was 3 components. An upside down 55 gal plastic drum, 5 gallon bucket on top, and a length of garden hose for the 'coil' hung over the side of the bucket. 1 Gallon Milk jugs full of water was the moonshine. Each still 'produced' one gallon every 15 when the insertion showed up.
You had to get into the netted "store" alive to sell it. You had to get OUT of the store alive with your two sandbags of 'corn' and 'sugar' and the leftover money back to your General 'Grandpa Hatfield'.
There was a tapeline around the store establishing a perimeter that only UNARMED players could not enter unless they were carrying shine or supplies. About 20 yards. However they could shoot into it a kill the guy entering and exiting the store in which case, he had to drop his money and props. Any player could lay their marker down and grab the stuff. If it was the enemy's shine, they could just run it in for the money and supplies and run back out.
If a paintball broke on a milk jug or a STILL, it blew up and killed everyone within 20 yards. So the kid with a Stingray could sneak around to enemy HQ, put a ball on the still, grab the General's cash he had to drop, and run like heck back to his HQ and the other team pretty much has to come and get it back to win. If the General was stupid enough to be within 20 yards of his still. The stills can be put anywhere on the field they want. Moved any time they want.
The game starts with one still in each HQ but it is their decision if they want to keep it there... They had spare parts for 4 more stills at that 50 player game. I got chewed out by the General when I bought the garden hose lengths for all four stills instead of the 55 gal drum he told me to buy. I explained the OTHER team could NEVER build an extra still now. Only WE could.... Go hide those hoses in the brush pile. Then we got our second still running and could out produce them all day long..
The hard part was getting the shine into the store. Basically, 95% of each team was fighting for control of the real estate around the store. One huge firefight all day long. Attack, counter attack. Push, Pushed back.
God forbid if you can push them back Far Enough and HOLD it for any length of time. We played with tag and go automatic insertions and every 15 minute insertions depending on the turnout. I prefer the 15 minutes myself. Just adds the tactic of TIMING to the fight.
Staffing requirements were minimal. Refs as needed at the firefight. An non paintballer manning the store and another recycling the milk jugs and sandbags back and forth. They would swap off when the runner got tired. A clock at each HQ allowed players to insert themselves or tag and go. No staff needed there. Minimal expense for supplies and props.
Carefully planned irresponsibility is the KEY to mental health.
If you haven't grown up by age 50........
You don't have to......
Last edited by Boom Master : 11-06-2010 at 02:06 PM.