Brothers, we collected the samples we came for. And although we did not find much in the way of advanced technology, we may yet on our return trip to California. We could have collected more supplies for the journey, but what we have will get us well on our way. Much to our surprise, we encountered yet another nest of super mutants. More alarmingly, it is possible that the pack found earlier in our journey hunted us this far. But through our bravery and charisma we were able to rally the locals* and exterminate the beasts. For the Brotherhood! For Steel!
*slur used by the Brotherhood, in this case including raiders, mercs, and local villagers.
Sustains:
The large number of teams. It's rare for an event to have more than two or three teams. I loved New Vegas for the same reason: there's a huge number of factions.
The diversity of objectives. With enough different objectives, there will always be something interesting for people to do besides just hunker down and shoot. I didn't want to go find a rad suit (couldn't put one on if I did find one) so I went to scoop dirt instead.
The availability of side-quests. The more different things there are going on, the deeper the immersion is. Everyone walks away from the game with a unique experience. I wish I'd spent more time in the village. I couldn't at the time figure out how to take the mag out of my GBBR and put it back in without causing a jam. Today I figured out how: take the mag out and put it back in. Don't touch the charging handle. Oh well, I would have had a hell of a time deciding between Fisto and El Diablo.
I liked the pushy pimp and the other vendors in the village as well as the traveling merchants. Everyone had the "best price for you." It kind of reminded me of Mexico where everyone wants your business and isn't afraid of flagging you down and inviting you in. It was an authentic post-apocalyptic market experience.
The integration of actors. It's nice to have key people who know what's up and set the mood for everyone else. Good actors inspire good role-players. When everyone is playing their part the immersion is good. When the immersion is good everyone has a good time.
Improves:
Team identification, as has been said. Raiders and locals were difficult to tell apart and a few of the mutants and Brotherhood had mixed attire. I would make armor a requirement for Brotherhood. All it takes is a roll of duct tape and a cardboard box. It's cheap and a super-effective team identifier. The colored clothing idea could work too. Maybe yellow for raiders, since red is the color of a death rag and could trick people into thinking the raider is dead.
Super mutant tactics. I was never once bum-rushed by a super mutant. They didn't stand out in the open and spray in my general direction. They mostly dug in and fired from the bushes or from behind a stump. I don't think they were super mutants at all. I think they were night kin. Terminology issue, that is all.
Safety and rules briefing. We need to formally go over engagement distances for different FPS groups. And rules for "special" cases such as the Yao Guai. When I first saw it I didn't know if I was supposed to shoot it or if it would even be affected by small-arms fire. Some locals engaged it with me, and it went down for a few seconds. When it got back up, one of them suggested shooting it in the crotch. Another one followed through. This led to an announcement by the admin-mode creature that there's a huge obvious target on its head. Surprises are good, but when the rules aren't clear it can break the immersion. Actor safety should also be a top priority.
I liked the objective to find supplies, but this could be expanded. The Brotherhood is looking for pre-war technology and it seems we didn't find anything this time around. I'd be willing to make some props for the next event if you give me notice in advance. Also, I found quite a bit of trash such as batteries, CO2 cartridges, and spent smoke grenades while looking for supplies. As an aid to the field owner, trash might be counted as low-value trade goods in future games.
An idea I'd like to throw out there is to incorporate camping into the role-play. Encourage teams to camp together and to get into character the night before. Maybe have themed songs, card games, and campfire stories. Have each team leader tell their people their "life story" and encourage players to step up and improvise their own. If people settle into character early it could improve role-play and immersion the day of. All just ideas to play with, but I think it would be interesting.
I'm a "fair weather" airsofter. I only play in the pouring rain, freezing cold, or broiling heat.