Several weeks have passed since I ran
Valley of the Ape at Williamsburg Muster, a small, regional
miniature wargaming convention with a good selection of board games
on the side. For miniature wargamers the “after action report”
serves to document their experience and share with others the
scenario components and outcomes. I offer my observations on my
Valley of the Ape sessions more to illustrate the variety of
strategies players brought to the table and what to me seems changing
aspects of game conventions in general.
Positive experiences in actual play,
especially at large public events like conventions, can not only
validate a creator’s work but provide constructive criticism and
encourage further work to bring the project to publication. I had a
very positive experience running Valley of the Ape for its
intended audience.
Scheduling convention games isn’t
easy. One can’t usually coordinate with other events to ensure, for
instance, your kid-friendly game isn’t running opposite another
event specifically geared toward children. Instead I scheduled based
on my own preferences, relying on my capacities as the referee and my
perceptions of ideal times. I decided I’d run two, two-hour
sessions. The short time span meant I’d only run one or two full
games each session. With two sessions I could spread them across what
I considered two times I felt would work for con attendees with kids,
Friday night at 7 p.m. and Saturday morning at 10 a.m. The Saturday
time seemed the riskiest for me, since game conventions sometimes get
off to a slow start in the mornings. Both times filled up, though
Saturday morning’s session started a bit late more from
participants coming out of a kid-friendly Wooden Warriors game
than anything else. I ran two full games Friday night and one long
and late-starting game Saturday.
Prior to the con I’d playtested the game with my five year-old son, the Little Guy, and made adjustments
based on observations from those games and input from my wife (she’s
responsible for the emphasis on capturing the giant ape instead of
outright killing him). We’d also debated different approaches kids
might take and theorized on which ones might dominate other
strategies. I expected kids would take any of the approaches
available to them...and frequently change them. Over three games with
various players at Williamsburg Muster, no one strategy dominated,
with some kids even varying their approach throughout the game.
Some stuck to one of the core,
game-winning missions, either consistently moving near and shooting
the giant ape or wandering around collecting treasures (or stumbling
into hazards). One participant moved his soldiers around but remained
wary of getting too close to the ape. Various players chose not to
shoot at other explorer groups...then changed their mind and took pot
shots later as opportunities arose. One kid – who played the big
game hunter and his bodyguards in both sessions – managed to win
two out of the three games through his dogged determination to focus
not on treasures or other explorers, but on shooting the giant ape,
wearing him down, and being close at hand to capture him at the
critical moment.
I always enjoy watching parents play
with or look over their children’s shoulders; it illustrates the
wide variety of parental dynamics in gaming situations. Parental
participation varied. Some dads just dropped their kids off while
they played other games in the large, communal gaming hall (also
shared with dealers, a concept I like). A few helped their kids play
or played another explorer group alongside their kids, particularly
fathers of younger children. Some came by later to watch and see how
the rules worked, but let their kids make their own tactical
decisions in the game.
Overall I found the experience positive
on many levels; the games all went well technically, with the kids
enjoying themselves; spectators and participants enjoyed the jungle
terrain (which I’ve discussed before); I received many compliments
about how much fun everyone was having and how engaged the kids
seemed. The first game Friday night soon drew a handful of young
onlookers who watched intently and waited patiently to join the next
game. Nobody seemed bored, nobody seemed lost with the fairly simple
rules, everyone liked the mystery of the encounter tiles (would they
turn out to be treasures or hazards?) and the random nature of the
giant ape. Fueled by player enthusiasm, spectator compliments, and
three well-run games, I’m working on polishing the rulebook and
game components, as well as preparing an adaptation for a cowboys
versus dinosaurs “lost canyon” version of the game.
Other Con Observations
Despite its relatively small status
with about 200 attendees, Williamsburg Muster, along with its sister
convention, Guns of August, packs a lot of action into its hotel
programming space, including large areas devoted to tournaments
(typically Flames of War and Warhammer), board gaming,
non-tournament miniature wargames, and vendors. While these
observations emerge from a miniature wargaming convention, many might
easily apply to other public demonstrations of adventure games, from
game days at the Friendly Local Game Store (FLGS) and the
game-oriented public library to small regional game and media
conventions.
More Kids: Overall I noticed
more kids at the convention actively participating in games. Not only
did the schedule offer more child-friendly fare – including my own
Valley of the Ape and the immensely popular Wooden Warriors
– but some of the more involved wargames welcomed them and
presented rules and scenarios in an introductory fashion. For
instance, the Muskets & Tomahawks event offered two tables
set up side by side, each with its own referee, one for more hardcore
wargamers and a smaller one with a simpler scenario for more casual
players, including a handful of kids interested in checking out the
rules. The boardgaming room offered a library of games to borrow and
a quiet environment where parents could sit down and teach them to
kids. My two sessions of Valley of the Ape were packed with
kids and garnered comments from bystanders about how much fun
everyone was having. Some had participated in Panzer Kids
playtest sessions at previous cons; after they joined my Valley of
the Ape game this time around, they went on to try their hand at
more complicated wargaming fare like Muskets & Tomahawks (not
a game system I’d characterize as particularly newcomer or kid
friendly). This particular
con’s core layout – gaming tables in the middle of the main
ballroom with vendors along the perimeter – has a wonderful
community feeling and provides a relatively safe environment where
kids can wander to examine dealers and games, shuttle between their
own games and their parents’ pursuits, and feel a sense of
belonging to a greater gamer community.
Player Engagement: Game
conventions offer a variety of events that tempt attendees based on
the subject, scenario, and game system. Matching the right game with
the right players isn’t always easy based on event descriptions
from websites or con programs. Not every game can offer every person
the same satisfying play experience. I noticed many instances of
players getting really involved in their games, comprehending the
rules enough – or following a helpful referee who walked them
through rules mechanics – that they connected with the game and had
a great time. The Wooden Warriors game had an enthusiastic
crowd (and edible snack objectives for the winners). The friendly
Silver Eagle Wargaming folks running D&D Attack Wing
demonstrations spent the weekend teaching the game and running games
for a steady crowd of players (I joined in some of their Star Trek
and X-wing events at the last con and they did a fantastic job
reminding newcomers of the rules and refereeing in tight spots). The
board game room had tables packed with engaged players. Here and
there, however, I spotted some players who didn’t connect with the
game they chose. I looked in on a few and noticed some similarities.
These games used more complex wargaming rules for periods most folks
wouldn’t consider mainstream. Despite the presence of player
handouts, rules summaries, and unit stat cards some players
understandably felt left out waiting for other players more familiar
with the rules as they looked up particular mechanics in rulebooks,
laboriously planned and debate their various moves, and resolved
combat with numerous modifiers and die rolls. One player even
commented that he’d been playing the game for two-and-a-half hours
and had only made three moves the entire time. Not every game suits
every kind of player; no doubt some gamers recruit players simply to
have enough to run, especially after hosts set up elaborate wargaming
dioramas and ranks of miniature. I’m not saying gamemaster should
always cater their offerings to the lowest common denominator among
con-goers, but some could exhibit more sensitivity to players who
aren’t finding any engagement in the event.
Engaging Displays: Miniature
wargaming conventions offer a lush visual feast of dioramas covered
in custom-made terrain and wonderfully painted figures; but more
hosts focused on offering additional material (usually signage) in
attempts to not simply “sell” their games to potential
participants but offer useful play aids to guide them during the
game. For instance, in my Valley of the Ape game I set up two
sign holders with a promo sheet for the game on one side (with basic
“teaser” info about the game and the scheduled times) and an
outline of the game turn order and rules on the other. I left a few
proof copies of the game rulebook here and there for interested
onlookers to examine. Each corner on the table included everything a
single player needed for the game session, including their plastic
explorer figures, a ruler, dice, and a stat card summarizing the game
turn and their explorers’ actions. Many other games offered similar
teasers to inform and tempt gamers to the table: sheets summarizing
the historical context of scenarios, signs touting the game system
used, rulebooks to peruse, and copies of in-game player aids, stat
cards, and rules summaries.
What lessons do these observations
teach me? Know and cater to your potential audience. Stay sensitive
to player involvement to ensure they remain engaged and satisfied in
your game. Use signage and player handouts to enhance the game’s
visual appeal and help them remain engaged. The adventure gaming
demographics – and those of the convention scene – constantly
change. As gamers and designers we must consider catering to
newcomers, those with different play styles and interests, and
longtime gamers who enjoy classic fare.
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