We came up with this one last night. It's quirky, but pretty fun. Here's how it works:
Probably the ideal map for this out of the current crop is the one we started playing it on, namely the hidden scene 6. It has enough cover and close spaces to give the beast(s) a sporting chance. You'll probably want to play this on a DM server (no team indicators), but you do have two "teams": the hunters and the beast(s). I'd say a good balance is up to four hunters to a beast, but it can vary; 4 vs 2 might be pretty nightmarish for the hunting party. What do these teams mean?
Hunters
Armed only with a single ranged weapon. Crossbows are the most sporting choice, due to the reload time, but we used bows as well. Play it by ear, see what feels right.
Always wear clothing to distinguish themselves as hunters. Wearing armor would be a bit strange, this being sport, not war. In any case, it'll just weigh you down.
No iron fist blocking the beast's talons. Unsporting.
The hunters hunt the beast(s).
Tips for hunters
Stick together. If the beast catches you alone, you're in trouble. Then again, no guts, no glory.
If the beast comes amongst you: scatter to the four winds. Chances are good he'll only get one of you that way.
Should you wish to heroically try to buy your comrades some time to flee, or if you believe the beast to be near death, you can try to fight the beast hand-to-hand, but be prepared for a swift death. Then again, should you prevail, I've no doubt tales of your exploits shall be related at the hunters' lodge for years to come.
Beast(s)
Armed only with a short, one-handed weapon. Say, a short sword or a one-handed axe.
No gear of any kind besides the single weapon. Your bare skin marks you out as the hunters' quarry.
The beast(s) hunts the hunters.
Tips for beasts
You'll probably die more often than the hunters. Don't worry. It's worth it.
Keep moving. The only time you shouldn't be sprinting full-speed is when you're lurking in ambush.
Lead them on. Give them tantalizing glimpses from afar -- they'll (almost) never hit you at range. Make sure you always know where they are, but they never quite know where you are. Then, when the time is right, spring your trap.
When you see a chance, take it. You might not get another. Remember, you can expect to survive one hit. Very rarely two. Never three.
Switching teams
Generally, a good time to switch is when the beast gets a kill. He can swap out with the guy he took down, or someone else who wants to give it a go. No pressure, though. As long as everyone is happy where they are, it's all good. When you do switch, make sure everyone knows.
The most important rule
Use sense and have fun. This should be challenging and enjoyable for both teams. Neither team should stay still for an extended period of time -- this isn't a waiting game. Keep it fair, keep it moving, keep it fun.
Tally ho, what!
Probably the ideal map for this out of the current crop is the one we started playing it on, namely the hidden scene 6. It has enough cover and close spaces to give the beast(s) a sporting chance. You'll probably want to play this on a DM server (no team indicators), but you do have two "teams": the hunters and the beast(s). I'd say a good balance is up to four hunters to a beast, but it can vary; 4 vs 2 might be pretty nightmarish for the hunting party. What do these teams mean?
Hunters
Armed only with a single ranged weapon. Crossbows are the most sporting choice, due to the reload time, but we used bows as well. Play it by ear, see what feels right.
Always wear clothing to distinguish themselves as hunters. Wearing armor would be a bit strange, this being sport, not war. In any case, it'll just weigh you down.
No iron fist blocking the beast's talons. Unsporting.
The hunters hunt the beast(s).
Tips for hunters
Stick together. If the beast catches you alone, you're in trouble. Then again, no guts, no glory.
If the beast comes amongst you: scatter to the four winds. Chances are good he'll only get one of you that way.
Should you wish to heroically try to buy your comrades some time to flee, or if you believe the beast to be near death, you can try to fight the beast hand-to-hand, but be prepared for a swift death. Then again, should you prevail, I've no doubt tales of your exploits shall be related at the hunters' lodge for years to come.
Beast(s)
Armed only with a short, one-handed weapon. Say, a short sword or a one-handed axe.
No gear of any kind besides the single weapon. Your bare skin marks you out as the hunters' quarry.
The beast(s) hunts the hunters.
Tips for beasts
You'll probably die more often than the hunters. Don't worry. It's worth it.
Keep moving. The only time you shouldn't be sprinting full-speed is when you're lurking in ambush.
Lead them on. Give them tantalizing glimpses from afar -- they'll (almost) never hit you at range. Make sure you always know where they are, but they never quite know where you are. Then, when the time is right, spring your trap.
When you see a chance, take it. You might not get another. Remember, you can expect to survive one hit. Very rarely two. Never three.
Switching teams
Generally, a good time to switch is when the beast gets a kill. He can swap out with the guy he took down, or someone else who wants to give it a go. No pressure, though. As long as everyone is happy where they are, it's all good. When you do switch, make sure everyone knows.
The most important rule
Use sense and have fun. This should be challenging and enjoyable for both teams. Neither team should stay still for an extended period of time -- this isn't a waiting game. Keep it fair, keep it moving, keep it fun.
Tally ho, what!