Game Master: Rules - Mission Support - United Task Force (UNITAF) Arma 3


P13-118 Game Master: Rules

UNITAF / Arma 3 / Mission Support Procedures



Version 2 / 6min read / Updated Sun 08 May 2022 / 1572 views / of verified


Table of Contents

    Introduction

    Game Masters and Assistant Game Masters are a critical role and those taking part in them are held to a very high standard, as set by the leadership. The role of a GM or AGM is to work with and alongside the Field Leadership to ultimately provide an enjoyable yet challenging experience, achieving the highest after action reports possible.

    UNITAF has over hundreds of operations and thousands of after action reports a great understanding of what constitutes a 'great mission' .

     

    Server Performance

    The single most important aspect of your role is to ensure exceptional server performance. This means minimizing the use of vehicles, objects and especially AI. This can be done in a number of ways, but the simplest way to ensure good performance is to minimize any and all objects and AI that are not in visible or effective distance of players.

    • Remove all objects from areas players move out of as the mission progresses
    • Place AI periodically instead of pre-placing AI all over an AO
    • Place AI gradually and not all at once
    • Try to maintain a set number of enemy AI alive at any time and don't exceed 2x the player force under any circumstances
    • Minimize the use of fragmenting assets, especially AI controlled ones, just as machine grenade launchers

     

     

    Difficulty

    UNITAF strives to provide challenging but fair missions. Challenging means each player should be put in a position which makes them feel that the enemy force is a threat to them and should be taken seriously. UNITAF also is built around teamwork and team-based tactics, players should be forced through difficulty to work together, not alone. Missions should be challenging, but fair; fair means that missions should be suitable for the ORBAT being deployed. Since ORBATs are generally task oriented generally the OPORD precedes the ORBAT, but in any case, it's the responsibility of the GM and AGM to ensure that any OPFOR is equal and fair in opposition to a friendly force.

    • Ensure that all missions are challenging yet achievable
    • Avoid causing mass casualties through your positive intervention
    • Do not deliberately punish players directly
    • Do not exceed active enemy AI counts over twice that of the friendly force at any time
    • Avoid remote controlling units, especially those in contact since a RC unit will inherit 3x hit points
    • Do not shoot players to kill them directly
    • Avoid multiple repetitive actions, such as suicide bombers, IEDs, capturing of players and so on 
    • Remember that in most cases, the player force would be backed up by much larger forces covering land, air and sea - simulate this presence without placing more than a few (or any) friendly AI. Friendly fleets should decimate enemy air threats, as should any theoretical CAP. Local units, such as allied militaries should be clearly marked. Ultimately remember that our small platoon or company sized force can't capture entire countries or AO's and all missions should feel like small battles, firefights and tasking’s of larger operations.

     

     

    Realism

    UNITAF tries to where possible, use the equipment and assets of the force being portrayed at any given time, this means using USMC equipment when portraying USMC, this includes vehicles, assets, weapons etc. Generally mission frameworks will pre-restrict equipment and access to the above as standard, but as GM or AGM you must ensure that this restriction is upheld at all times. Realism also stretches to another important aspect of mission enjoyment; believability. Believability means that the circumstances and unfolding of the mission must make sense given the scenario and briefings. Believability starts with the OPORD but ends with execution.

    • Never deploy assets from factions not deployed in the OPORD or pre-approved by the leadership
    • Never distribute equipment that is not contained in the default approved arsenal for playable faction
    • Always liaise with the highest-ranking Field Leader before issuing assets or equipment to any player
    • Make sure all actions you make on behalf of the OPFOR are based on information they would know (not based on what you know)
    • Never try to force players to do something through enemy action or intervention, this includes "funnelling" them to take specific action because it fits a storyline. You can be "suggestive" in order to try to have a player or player-force move or act in a certain way, but forcing players or player-forces to take a specific action through constant intervention is prohibited, stifles leadership creativity and development and is to be avoided.

     

     

    What happens in Zeus, stays in Zeus

    GMs and AGMs have a unique looking glass into firefights and right out to large scale engagements over many hours. Across these operations GMs and AGMs will witness all manner of things not seen by anyone else. All decisions that are made by players are a direct reflection of the intelligence and information they have at the time of execution. In contrast to the enemy force, who through the actions of the GM and AGM have an all knowing, all-seeing birds eye-view of the battlefield. As outlined in the realism section above, GMs and AGMs should therefore not act on what they know, but what on the enemy would know in any given scenario.

    The origin of "What happens in Zeus, stays in Zeus" is that for the most part, the role of a GM and AGM should be a silent one, there should not be post-operation conversations in which a GM or AGM reveals that they were controlling a specific AI that happened to do a specific action, or that they did Y to X player and so on. As we play AI, who are directed by humans, it's important that the veil of human intervention is not repeatedly discussed between GMs, AGMs and players, to avoid players being constantly aware of the GM or AGMs presence. A good GM will go completely un-noticed yet appreciated.

    • Do not brag/boast about specific events on operations to which you intervened
    • Do not reveal elements of the mission that are not already known from the point of view of the player force
    • Do not reveal specific human interventions made by GMs or AGMs during mission
    • Do not reveal enemy plans, movements, positions that are/were not known by enemy forces at the time

     

    Exceptions to the rule
    Occasionally you may be asked about a specific event or action during or after an operation has taken place - any exceptions to the WHIZSIZ Rule must go through the highest ranking non-GM/AGM role deployed (operational chain-of-command).

    It is worth noting that during mission de-briefs, GMs and AGMs should avoid commentary on player-force action to avoid criticizing tactical decision making whereby the leaders decision is made with at-the-time intelligence and not total-knowledge as possessed by the GM-AGM. Such feedback should not be shared openly by GM/AGMs but only through operational chain of command. Such feedback is generally only useful from a top down perspective and can be unhelpful for combat leaders.

    In their role as the higher-headquarters, the GM/AGM is permitted to share such critique or feedback with the highest ranking person in the ORBATs operational Chain of Command (the person who ultimately lead the player-force) and should this person wish to share such information with their subordinates, then they can do so at their discretion.




    CREDITS
    This SOP has been contributed to by 1 editors:
    Major James


    REFERENCES
    UNITAF Standard Operating procedures (SOP)
    are adapted primarly from US Army Training and Doctrine Command (TRADOC). Our written and audio procedures are a combination of the following primary source materials, as well as our own learnings, modifications and adaptations:
    - US Army Techniques Publication, Infantry Platoon and Squad (ATP 3-21.8)
    - Soldier’s Manual of Common Tasks Warrior Leader Skills Level 2, 3, and 4 (STP 21-24-SMCT)
    - The Warrior Ethos and Soldier Combat Skills (FM 3-21.75 / FM 21-75)
    - Leadership Development (FM 6-22)
    - Dyslexi's Tactics, Techniques, & Procedures for Arma 3 (TTP3)



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