by Steve » Thu Mar 19, 2009 12:45 pm
I've prioritized my list from most important to least important
Real Capacity Magazines
Uniform Requirements
Command Structure
Location
Vehicles, Props & Pyro
Excellent Backstory
For me, Real Caps take first place because having guys with hicaps running around really breaks reality too much for me to move past it.
Uniforms are in second place, because if you can't be bothered to show up in the right kit, you have no business at a mil-sim event.
Command Structure is pretty important. Not 100% crucial above the squad level, but important none the less.
Location is fairly important. If you are hosting a Viet Nam Jungle event, playing in the high desert in eastern Oregon is kinda silly. Doable with enough work, but silly.
Vehicles and props help the mood, but are not a make / break thing. Pyro on the other hand is pretty big. I'd actually bump that up to on par with uniforms.
Backstory is something I can live with or without as long as the briefing tools are good and both sides have a good grasp of what the mission is. A well-written 5 paragraph Op Order does me a lot more good for planning purposes than 20 pages of script describing the event. (See Steel Talon's Op Order for a good starting point, and add maps and graphic overlays by phase to round it out)
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