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== Combat Safety ==
=How to volunteer=
There are two main ways to volunteer
* Email [mailto:crew@profounddecisions.co.uk crew@profounddecisions.co.uk]
* Turn up to the ref preparation area at 09:30 on the day your nation is monstering - this will normally be behind the GOD tent
We run some internal checks on all referees e.g. for conduct etc so recommend the first option so that can be done in advance
 
=What to bring=
Wear a practical base layer of neutral or IC clothing and footwear that is suitable for battle terrain 
* You will be given a two layer ref tabard to wear so factor that in for hot weather
* Avoid obvious character / group kit or makeup - there is no space to store your character kit in the prep area but you will be able to return to your tent or car to kit up after the battle
* Wear a belt to stop your tabard flapping and attach a radio to, plus something to store a notepad and pencil - radio, pad and pencil will be provided
* You will be exposed to the elements e.g. sun, heat, wind, cold and rain so consider sunblock, a hat, suitable layers etc
 
=What to expect=
Below is the typical running order for a battle but it might vary from battle to battle
* Ref preparation (09:30 behind GOD) - signing in, getting tabard radio etc and time to read briefing sheets and generally get kitted up
* Ref brief (approx 10:30) - prep closes and there is a short (roughly 20 min) ref brief on the battle, normally you will then be split into teams and may have further briefing or pre battle tasks
* Battle - starting at 11:00 and normally 60-90 mins
* Post battle debrief (optional) - a short (we aim for 20 mins), debrief to drop off tabards/radios etc, pass on individual write ups and group feedback 
* Back into play - you will be able to head into the OOC area or quickly cut through IC areas to kit up and get back to playing
 
=How to ref the battle=
Below are some guidelines and terminology to familiarise yourself with, if this is your first time reffing Empire battles make this known during prep and to your team leader and they will provide additional guidance and support as needed
 
==General Guidelines==
*Chain of command - the lead referee(s) will be in overall command, and team lead refs will coordinate the activities and comms for small groups of referees, contact refs will provide where escalation is required
* Pronouns - avoid using gendered pronouns and where possible use generic terms such as person/people, player(s), monster(s), referee(s) etc
* Do not ref each other - if another ref needs help they will ask, be prepared to help on request but do not assume - note Contact refs are available if escalation is needed
* Avoid conflicts of interest where possible - try to avoid reffing your group or friends to avoid the perception of preferential treatment
== Combat Safety ==
Generally referees will not need to interfere in combat and participants will take care of their own safety. However some situations require the referees to act to prevent injury, typically where large numbers or poor perception of dangers put participants at risk of injury. The first two rules of combat reffing are:
Generally referees will not need to interfere in combat and participants will take care of their own safety. However some situations require the referees to act to prevent injury, typically where large numbers or poor perception of dangers put participants at risk of injury. The first two rules of combat reffing are:
* Do not put yourself in danger - you cannot ref from the first aid tent
* Do not put yourself in danger - you cannot ref from the first aid tent
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* Check your spacing from other refs and avoid clumping together – look for areas of combat with no refs  and move to them
* Check your spacing from other refs and avoid clumping together – look for areas of combat with no refs  and move to them
* Watch the flow of combat to predict where it will move to, check that the retreating side are not moving towards a hazard and adjust your position accordingly
* Watch the flow of combat to predict where it will move to, check that the retreating side are not moving towards a hazard and adjust your position accordingly
* Pointing out hazardous areas to unit leaders will often negate the needs for more intrusive measures by allowing them to move their unit to a less dangerous fighting area
* Pointing out hazardous areas to unit leaders will sometimes negate the needs for more intrusive measures by allowing them to move their unit to a less dangerous fighting area
* If you have to direct or reposition units try to avoid favouring either side but if that is not possible then err in the players favour.
* If you have to direct or reposition units try to avoid favouring either side but if that is not possible then err in the players favour.
* Crush lines and crush doughnuts usually need closer reffing than skirmish combat and may need more intrusive measures. They are more common in open field battles but can occur in the woods. Reffing them can be quite intense and physical and is very much a personal choice.
* Crush lines and crush doughnuts usually need closer reffing than skirmish combat and may need more intrusive measures. They are more common in open field battles but can occur in the woods. Reffing them can be quite intense and physical and is very much a personal choice.
* If the crush is too thick to see the gully from the sidelines then a ref should move to either end of the gully, crouching in the middle or using any available cover.  
** If the crush is too thick to see the gully from the sidelines then a ref should move to either end of the gully, crouching in the middle or using any available cover.  
* If the line is too long to see each side then more refs should move down the gully so they can see each other to ensure the whole length of the crush is covered.
** If the line is too long to see each side then more refs should move down the gully so they can see each other to ensure the whole length of the crush is covered.
* Move fallen players out of the crush to avoid them being trampled
** Move fallen players out of the crush to avoid them being trampled
* If a crushline becomes a doughnut then a ref should try to get in the centre or otherwise gain a view of how crowded it is.
* If a crushline becomes a doughnut then a ref should try to get in the centre or otherwise gain a view of how crowded it is.
* If the centre is getting too crowded then refs should puncture the outer ring and encourage the lines to peel back to allow space for the centre to move into. Do this even if you have to ask players to move
** If the centre is getting too crowded then refs should puncture the outer ring and encourage the lines to peel back to allow space for the centre to move into. Do this even if you have to ask players to move
* Calling time freeze and expanding the outer ring rarely works as it will normally collapse back in unless the situation is changed.
** Calling time freeze and expanding the outer ring rarely works as it will normally collapse back in unless the situation is changed.
* Picking up arrows is a courtesy, not a requirement. Never hold arrows in the middle, take them into a crush or throw them
* Picking up arrows is a courtesy, not a requirement. Never hold arrows in the middle, take them into a crush, or throw them
== Man Down ==  
== First Aid (previously Man Down) ==  
* Check that a person has actually been hurt, they may just be roleplaying or someone may have inappropriately called man down IC  
* Check that a person has actually been hurt, they may just be roleplaying or someone may have inappropriately called man down IC  
* Call man down, if not already called, but do not spread a man down call if you cannot locate the casualty.  
* Call First Aid, if not already called, but do not spread the call if you cannot locate the casualty.  
* Encourage everyone in the area to kneel to help you locate the casualty and secure the area from combat  
* Encourage everyone in the area to kneel to help you locate the casualty and secure the area from combat  
* Assess the casualty;   
* Assess the casualty;   
* If they are conscious, lucid and mobile they may be happy to step to the side and allow combat to recommence, they may or may not want a medic to attend - always recommend one but it is their choice.   
** If they are conscious, lucid and mobile they may be happy to step to the side and allow combat to recommence, they may or may not want a medic to attend - always recommend one but it is their choice.   
* If they are unconscious, immobile or in excessive pain you will likely need to pause or move the combat, plus you have an urgent man down and must call a medic  
** If they are unconscious, immobile, have visible injuries (broken bones or excessive bleeding) or in excessive pain you will likely need to pause or move the combat, plus you have an urgent First Aid and must call a medic  
* When calling a medic via radio, use geographical features to describe location not nearby player / monster formations and give indication of urgency based on your assessment above  
* When calling a medic via radio, use geographical features to describe location not nearby player / monster formations and give indication of urgency based on your assessment above  
* Refs in the area should help guide the medic to the casualty and help control the border between active combat and the man down area
* Refs in the area should help guide the medic to the casualty and help control the area keeping it clear of active combat  
* Wait for the medic to assess the casualty and follow their direction as to whether combat can restart in the area or if the combat should be moved to a new location  
* Wait for the medic to assess the casualty and follow their direction as to whether combat can restart in the area or if the combat should be moved to a new location  
* When the combat area is clear, check both sides are ready and restart the combat  
* When the combat area is clear, check both sides are ready and restart the combat  
* take care to ensure those involved are not unduly prejudiced by the incident e.g. ensure they have not been cut off by changes in the battle flow.   
** take care to ensure those involved are not unduly prejudiced by the incident e.g. ensure they have not been cut off by changes in the battle flow.   
* it may be necessary to allow the casualty to re enter play at a different point or directly back to Anvil if the battle has ended  
** it may be necessary to allow the casualty to re enter play at a different point or directly back to Anvil if the battle has ended  
== Radio Guidelines ==
== Radio Guidelines ==
* When transmitting
* When transmitting
* consider what you are going to say, make it concise
** move away from background noise and if windy cup your hand over the microphone
* wait for conversation on the channel to clear – unless your call is urgent
** consider what you are going to say, make it concise and check for geographical features if you need to describe your location (do not use groups of players/monsters)
* push and hold the transmit button then pause a second
** wait for conversation on the channel to clear – unless your call is urgent
* state your name, deliver your message then pause before releasing the button
** push and hold the transmit button then pause a second
* Never swear on the radio and do not make personal comments, radio is not the place to have 'sensitive' discussions.  
** state your name, deliver your message then pause before releasing the button
** if you need to get someone's attention urgently then repeat their call sign three times
* Try to funnel updates or discussions via the team lead refs to minimise radio traffic
* Avoid swearing on the radio and do not make personal comments, radio is not the place to have 'sensitive' discussions.  
* If you expect a long conversation invite the other person to switch to one of the conversation channels
* If you expect a long conversation invite the other person to switch to one of the conversation channels
* Take care you do not accidentally lean on the transmit button or allow the headset lead to work loose - this can tie up the channel. If this occurs the person transmitting cannot hear any radio calls so check neighbouring refs rather than try to use the radio to find them.
* Take care you do not accidentally lean on the transmit button or allow the headset lead to work loose - this can tie up the channel. If this occurs the person transmitting cannot hear any radio calls so check neighboring refs rather than try to use the radio to find them.
== Glossary ==
== Glossary ==
* Choke point - a feature that funnels participants into a smaller area e.g. a gate in the fence, a bridge over a ditch or the Sentinel gate
* Choke point - a feature that funnels participants into a smaller area e.g. a gate in the fence, a bridge over a ditch or the Sentinel gate
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* Gully – the gap between two sides of a crush line
* Gully – the gap between two sides of a crush line
* Lead Ref – the referee in charge of a given combat
* Lead Ref – the referee in charge of a given combat
* Plot Ref - the referee that will provide any plot clarifications and provide the definitive timings for the Sentinel Gate
* Team lead ref - the referee coordinating a tea of referees covering an area, nation or other feature
==Hots and Nots from the debrief==
[[file:Hots and Nots.PNG]]

Latest revision as of 12:41, 19 July 2025

How to volunteer

There are two main ways to volunteer

  • Email crew@profounddecisions.co.uk
  • Turn up to the ref preparation area at 09:30 on the day your nation is monstering - this will normally be behind the GOD tent

We run some internal checks on all referees e.g. for conduct etc so recommend the first option so that can be done in advance

What to bring

Wear a practical base layer of neutral or IC clothing and footwear that is suitable for battle terrain

  • You will be given a two layer ref tabard to wear so factor that in for hot weather
  • Avoid obvious character / group kit or makeup - there is no space to store your character kit in the prep area but you will be able to return to your tent or car to kit up after the battle
  • Wear a belt to stop your tabard flapping and attach a radio to, plus something to store a notepad and pencil - radio, pad and pencil will be provided
  • You will be exposed to the elements e.g. sun, heat, wind, cold and rain so consider sunblock, a hat, suitable layers etc

What to expect

Below is the typical running order for a battle but it might vary from battle to battle

  • Ref preparation (09:30 behind GOD) - signing in, getting tabard radio etc and time to read briefing sheets and generally get kitted up
  • Ref brief (approx 10:30) - prep closes and there is a short (roughly 20 min) ref brief on the battle, normally you will then be split into teams and may have further briefing or pre battle tasks
  • Battle - starting at 11:00 and normally 60-90 mins
  • Post battle debrief (optional) - a short (we aim for 20 mins), debrief to drop off tabards/radios etc, pass on individual write ups and group feedback
  • Back into play - you will be able to head into the OOC area or quickly cut through IC areas to kit up and get back to playing

How to ref the battle

Below are some guidelines and terminology to familiarise yourself with, if this is your first time reffing Empire battles make this known during prep and to your team leader and they will provide additional guidance and support as needed

General Guidelines

  • Chain of command - the lead referee(s) will be in overall command, and team lead refs will coordinate the activities and comms for small groups of referees, contact refs will provide where escalation is required
  • Pronouns - avoid using gendered pronouns and where possible use generic terms such as person/people, player(s), monster(s), referee(s) etc
  • Do not ref each other - if another ref needs help they will ask, be prepared to help on request but do not assume - note Contact refs are available if escalation is needed
  • Avoid conflicts of interest where possible - try to avoid reffing your group or friends to avoid the perception of preferential treatment

Combat Safety

Generally referees will not need to interfere in combat and participants will take care of their own safety. However some situations require the referees to act to prevent injury, typically where large numbers or poor perception of dangers put participants at risk of injury. The first two rules of combat reffing are:

  • Do not put yourself in danger - you cannot ref from the first aid tent
  • If you are the ref on the spot then make the call and other refs will back you. In most situations making a decision is better than no decision and combat is too fast to consult

Other items to consider

  • Check the area for hazards and move debris if possible (preferably before combat moves into the area) – note fallen players and healer stations count as debris, if need be move them to a safer place
  • Check your spacing from other refs and avoid clumping together – look for areas of combat with no refs and move to them
  • Watch the flow of combat to predict where it will move to, check that the retreating side are not moving towards a hazard and adjust your position accordingly
  • Pointing out hazardous areas to unit leaders will sometimes negate the needs for more intrusive measures by allowing them to move their unit to a less dangerous fighting area
  • If you have to direct or reposition units try to avoid favouring either side but if that is not possible then err in the players favour.
  • Crush lines and crush doughnuts usually need closer reffing than skirmish combat and may need more intrusive measures. They are more common in open field battles but can occur in the woods. Reffing them can be quite intense and physical and is very much a personal choice.
    • If the crush is too thick to see the gully from the sidelines then a ref should move to either end of the gully, crouching in the middle or using any available cover.
    • If the line is too long to see each side then more refs should move down the gully so they can see each other to ensure the whole length of the crush is covered.
    • Move fallen players out of the crush to avoid them being trampled
  • If a crushline becomes a doughnut then a ref should try to get in the centre or otherwise gain a view of how crowded it is.
    • If the centre is getting too crowded then refs should puncture the outer ring and encourage the lines to peel back to allow space for the centre to move into. Do this even if you have to ask players to move
    • Calling time freeze and expanding the outer ring rarely works as it will normally collapse back in unless the situation is changed.
  • Picking up arrows is a courtesy, not a requirement. Never hold arrows in the middle, take them into a crush, or throw them

First Aid (previously Man Down)

  • Check that a person has actually been hurt, they may just be roleplaying or someone may have inappropriately called man down IC
  • Call First Aid, if not already called, but do not spread the call if you cannot locate the casualty.
  • Encourage everyone in the area to kneel to help you locate the casualty and secure the area from combat
  • Assess the casualty;
    • If they are conscious, lucid and mobile they may be happy to step to the side and allow combat to recommence, they may or may not want a medic to attend - always recommend one but it is their choice.
    • If they are unconscious, immobile, have visible injuries (broken bones or excessive bleeding) or in excessive pain you will likely need to pause or move the combat, plus you have an urgent First Aid and must call a medic
  • When calling a medic via radio, use geographical features to describe location not nearby player / monster formations and give indication of urgency based on your assessment above
  • Refs in the area should help guide the medic to the casualty and help control the area keeping it clear of active combat
  • Wait for the medic to assess the casualty and follow their direction as to whether combat can restart in the area or if the combat should be moved to a new location
  • When the combat area is clear, check both sides are ready and restart the combat
    • take care to ensure those involved are not unduly prejudiced by the incident e.g. ensure they have not been cut off by changes in the battle flow.
    • it may be necessary to allow the casualty to re enter play at a different point or directly back to Anvil if the battle has ended

Radio Guidelines

  • When transmitting
    • move away from background noise and if windy cup your hand over the microphone
    • consider what you are going to say, make it concise and check for geographical features if you need to describe your location (do not use groups of players/monsters)
    • wait for conversation on the channel to clear – unless your call is urgent
    • push and hold the transmit button then pause a second
    • state your name, deliver your message then pause before releasing the button
    • if you need to get someone's attention urgently then repeat their call sign three times
  • Try to funnel updates or discussions via the team lead refs to minimise radio traffic
  • Avoid swearing on the radio and do not make personal comments, radio is not the place to have 'sensitive' discussions.
  • If you expect a long conversation invite the other person to switch to one of the conversation channels
  • Take care you do not accidentally lean on the transmit button or allow the headset lead to work loose - this can tie up the channel. If this occurs the person transmitting cannot hear any radio calls so check neighboring refs rather than try to use the radio to find them.

Glossary

  • Choke point - a feature that funnels participants into a smaller area e.g. a gate in the fence, a bridge over a ditch or the Sentinel gate
  • Contact Ref – a ref nominated to assist other referees if they need backup when dealing with a situation
  • Crush line or Crush – two lines of densely packed combatants that are relatively stationary
  • Crush doughnut – a smaller force, encircled by a larger force, that is being forced into a tightly packed group
  • Debris – a danger that can be moved e.g. fallen branch, dying character etc
  • Hazard – a danger that cannot be moved e.g. barbed wire fence, ditch etc
  • Gully – the gap between two sides of a crush line
  • Lead Ref – the referee in charge of a given combat
  • Plot Ref - the referee that will provide any plot clarifications and provide the definitive timings for the Sentinel Gate
  • Team lead ref - the referee coordinating a tea of referees covering an area, nation or other feature

Hots and Nots from the debrief

Hots and Nots.PNG