Many aspects of the adventure gaming
hobby present high difficulty thresholds for newcomers unfamiliar
with activities such as roleplaying games, wargames, specialty card
games, and particularly miniature wargames. This barrier to entry can
discourage many people interested in dabbling in such supposedly
enjoyable pursuits (and I’m not even going to mention the issue of
the financial cost of immersing oneself in the hobby). Different
elements of the hobby have tried to address the difficulty threshold
with various “beginner” or “quick-start” products. Certainly
the recent popularity surge in Euro-style board games (or whatever
you want to call them) has successfully presented any aspect of
adventure gaming to engage the general public.
Top: AD&D Dungeon Masters Guide Middle: Panzer Leader Rules Bottom: Settlers of Catan Rules |
A simple graphic comparison of some of
the materials from the early days of the adventure gaming hobby show
major differences with rules for modern Euro-games. I took a look at
the rules and handout from Avalon Hill’s classic Panzer Leader
game (1974) and flipped through TSR’s Advanced Dungeons &
Dragons Dungeon Masters Guide (1979) before looking at the game
rules for Klaus Teuber’s Settlers of Catan, arguably the
first Euro-style game to break into the mainstream American gaming
market and possibly ignite the recent interest in quality board
games. All rules are black-and-white, but the earlier ones present
readers with a “wall of text” on most of their pages, while the
Euro-game rules employ plenty of white space, larger type, clear
organization, and numerous images of game components. Now certainly
wargames and roleplaying games have since modernized their graphic
design and approach in rules presentation – with collectible card
games sporting wonderful graphics yet still employing multiple layers
of increasingly complex rules – but they still require a serious
investment in time and comprehension to play.
Wargames – arguably the
oldest of the adventure gaming hobby pursuits – continue as an
extremely niche market, especially when most wargaming activity now
occurs on computers at every level from straight simulation of a
chit-and-board game to first-person shooter combat games. They can
sometimes overwhelm newcomers with wall-of-text rules presentation,
small chit-pieces crammed with coded numbers and symbols, a host of
different unit types, and numerous rules for movement and combat
taking into account unit differences and terrain. Some have long
set-up times and most take several hours to play. The recently
published wargames I’ve seen still cling to this format. Some other
games might fall into the wargaming category – particularly “battle
games” like Richard Borg’s Battle Cry and more recent
Memoir ’44 – but these often rely less on small
cardboard-chit units and maps with similarly sized hexes and more on
plastic miniature pieces and large hex maps with customizable terrain
tiles, as well as full-color, graphically pleasing rulebooks, simpler
mechanics, and shorter play times...more akin to Euro-games than
their wargaming ancestors.
Miniature wargames sometimes
offer a more appealing visual presentation in their rules, including
photos of painted miniatures on crafted terrain, but they also suffer
from a high financial cost beyond the rulebook and lots of additional
work to paint miniatures and prepare terrain. They can consume an
entire tabletop and can take hours to set up and complete. The rules
themselves can prove complex in their own way.
Collectible card games –
relative newcomers to the adventure gaming scene – might seem
accessible to new players at first, but their complexity of rules and
the exponential combinations of card effects interacting with each
other as exceptions to core mechanics can quickly escalate
frustration. The collectible card game model relies on continued
expansions adding more cards, more rules, and more exceptions to
enhance or complicate play. Organized play can also prove
discouraging to newcomers just starting to learn the game but
frustrated with power players at tournaments.
Roleplaying games
often have large rulebooks, multifaceted systems, and sometimes
unfamiliar settings; they also face the challenge of conveying what
to many is a completely new form of game experience that – despite
some degree of acceptance in popular culture – extends beyond the
usual public’s experience with traditional fare like the family
board game. Despite the prevalence
of numerous “beginner” editions of various roleplaying games,
Dungeon! remains perhaps the best transition between
traditional family board games and roleplaying games by introducing
the dungeon delve concept with various elements of Dungeons &
Dragons (characters and classes, monsters, traps, and treasure,
all ruled by the ever-powerful random die roll).
As critical – and broadly generalized
– as these assessments might seem, I remain a fan of most of these
game forms, but only after persisting in my desire to understand and
play them. As a teenager I spent an entire weekend reading and
absorbing the Moldvay edition of Basic Dungeons & Dragons
and even then didn’t fully comprehend all the rules. I’ve owned a
few chit-and-board wargames in my time, usually those that don’t
really rely on the traditional half-inch unit chits (Kingmaker
was my first, B-17: Queen of the Skies arguably remains my favorite, though I recently gave 1776 a solitaire play). I
continue dabbling in miniature wargames as my budget and
painting-time allows, though I’m more inclined toward “light”
miniature wargames with pre-painted components and easier rules like
Wings of War/Wings of Glory and the Axis & Allies
Miniatures Game. I’ve tried introducing newcomers to my
favorite adventure games through running numerous Star
Wars
Roleplaying Game demos and games, participation in public
library gaming events, designing quick-start and beginner-friendly
introductory material, and developing games specifically for kids and
newcomers (including Valley of the Ape).
Bringing newcomers into the adventure
gaming hobby has long been one of my core missions as a participant
in the adventure gaming hobby, both as a consumer and producer of
game materials. Part of this stems from many gamers’ constant need
for additional players; part comes from an enthusiasm for sharing my
particular entertaining and sometimes educational hobby; part comes
from a parental urge to tear kids away from the ubiquitous and
overwhelming electronic media and introduce them to a more social
hobby; and part bleeds over from my interest in other geeky fandoms,
particularly those focused on Star Wars and other media
properties. My efforts in this mission have ranged from introductory
adventure games and quickstart handouts to solitaire tutorial
adventures and kid-friendly games.
Mission Objective
So how do we introduce newcomers to the
more complex aspects of the adventure gaming hobby? Presenting
established rules so newcomers can read, comprehend, and play them
often poses a dilemma: how can one distill an existing game into a
form both comprehensible to newcomers yet still retaining the spirit
of the original?
Thanks to its specialized and often
personally customized nature, much of the adventure gaming hobby
relies on the more effective demonstration approach for teaching
rules rather than book-based instruction. Most games by their very
nature rely on social interaction, so it only seems logical that
showing proves more effective than simply reading, even if that
approach hinders a more rapid spread of gaming. Reading, however,
still remains the principle means for newcomers to explore adventure
gaming on their own before stepping forward to seek other players or
experienced groups.
Adventure gaming materials in general
have evolved toward far more appealing designs than those pictured
above. Full-color rulebooks have almost become standard – with
appealing artwork and diagrams showing off the color printing –
while hard-cover editions or boxed sets filled with novelty
components offer a higher perceived value to attract customers. In
some cases game designs have included more clarity or simplicity for
ease of play, but many adventure gaming products still cater
primarily to an existing hobby clientele familiar with the
intricacies and eccentricities of such fare.
Goodness knows the roleplaying game
industry has tried every tactic creating suitable versions of its games for a newcomer audience – I should know, I designed a few –
but no solid evidence beyond the anecdotal exists to demonstrate how
such efforts attract even a small portion of those tempted to pursue
the hobby beyond their initial foray. You can even find websites
introducing newcomers to roleplaying games like Learn Tabletop RPGs;
its impressive array of examples, videos, and suggested games seems
like a good starting point (though I’m not sure all its suggested
games are appropriate for beginners).
I’ve previously featured different games for both kids and adults that stand just beyond the realm of
comfortable family board games, ones that expose them to the
possibility of more involved rules. Games like Robot Turtles,
Forbidden Island, Dungeon!, the X-wing miniatures game, and King
of Tokyo, and Tsuro
stray from the norm, introducing engaging themes with unconventional
gameplay (from the perspective of family board game fare) and whet
their appetite for more.
Euro-games have made inroads in
exposing the general public to more substantive board gaming, having
gained a greater presence in Barnes & Noble bookstores (along
with a host of other toys and non-book materials) and have even found
their way into mainstream big box stores like Target, primarily
thanks to the effort of the YouTube Geek & Sundry channel and Wil
Wheaton’s engaging Tabletop YouTube series.
A few other venues exist for
introducing more substantive gaming to the general public, most
notably public library game days (usually geared toward teens) and
events at the Friendly Local Game Store (FLGS). Game conventions
serve as excellent places for newcomers and kids to learn new games,
though children attending cons tend to have parents actively engaged
in the hobby and are thus somewhat more predisposed to understand and
enjoy such games.
These various issues centering around
the high difficulty threshold raise yet another question: do
publishers and players have a mission to actively ensure the hobby’s
survival by attracting newcomers, or does the hobby simply continue
through the very existence of core producers and a die-hard audience?
Is the basic act of players inviting newcomers to try their games –
in a self-serving yet necessary mission to find new players –
enough to perpetuate and even advance the hobby?
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