Last week’s post about “Attracting Newcomers to Roleplaying Games” inspired me to consider two factors that might influence
people in trying new games. A game’s theme and complexity are
usually topics discussed from the design standpoint: does one start
with a theme and build game rules around it, or does one begin with a
play mechanic and build a themed game around that? Yet theme and the
complexity of mechanics also figure into the conundrum of how best to
introduce people into any games within the adventure gaming hobby.
For beginners – especially complete newcomers – I find an
attractive theme can best engage their enthusiasm to try a game,
while good mechanics (with light yet intuitive complexity) can
provide an enjoyable play experience and bring them back to the table
for a second try.
For many people a game’s theme initially interests them. Theme
gets players to the table, understandable and engaging mechanics help
transform that theme into a rewarding play experience. For instance,
if I asked a five year-old if he wanted to play a game about hunting
dinosaurs or one with a “push your luck” mechanic, he’s going
to want to play something with dinosaurs; as it happens, these
elements both describe Steve Jackson Games’ Dino Hunt Dice,
yet new players hone in more on the enticing theme than the game
rules.
Just because theme gets newcomers to the gaming table doesn’t
mean mechanics aren’t important. The complexity of rules affects
their initial play experience and often determines whether they
return to the game again. If turn sequences and player choices are
too complicated players might feel overwhelmed and unable to exert
control over the game. Far too simplistic mechanics might result in
boredom. Balancing player choices and game complexity isn’t easy,
but if done right can engage players enough that they’ll want to
try the game again. In some cases those hosting the game might modify
the rules to streamline game concepts for newcomers, adding them back
as they gain a better understanding of core game concepts.
Quick-start versions of games sometimes accomplish this nicely,
focusing on basic rules with an eye toward providing a fulfilling
experience.
This hints at a third factor in this equation: the role of the
referee or “host.” Theme and mechanics remain core – and a good
game can work for newcomers right out of the box – but the
adventure gaming hobby still relies heavily on actual-play
experiences guided by seasoned gamers. Being a good host requires
enthusiasm, patience, and a positive attitude. I offered some hosting
tips for running games in public venues in my old “Become A Gaming Ambassador” post, but many work well for those introducing games to
newcomers in more private settings.
Many players identify first with a game’s theme and secondarily
with its mechanics; yet exceptions exist. More sophisticated gamers
might give in to temptation to play a particular game based solely on
the mechanics. Some gravitate to a certain kid of mechanic or core
game – the d20 or d6 systems, a specific edition of D&D
(including offshoots like OSR and Pathfinder), various indie
storytelling-style games – playing them across a number of genres
or sticking to only one theme that satisfies them best. But this is
all “preaching to the choir” and not introducing interested
newcomers to the gaming hobby.
My experience working on West End Games’ Star Wars
roleplaying game line gave me lots of opportunities to tempt
non-gamer fans. This was one of the best examples of a game’s theme
drawing newcomers into the hobby. In the mid to late 1990s Star
Wars saw a great resurgence, first through the Expanded Universe
novels of Timothy Zahn and others, and later with the special
editions of the classic trilogy in theaters. At gaming and media
conventions we’d run demonstration games for avid Star Wars
fans who’d never roleplayed in their lives (or who had tried D&D
once in high school or college, a seemingly common experience for
adults of my generation). West End’s D6 System mechanics and
the use of pre-generated characters helped make the introduction to
the roleplaying game format easy. Want your character to do
something? Check the skill die code, roll that many dice, and total
them up, the higher the better. The Star Wars theme brought
many to the table; the easy-to-learn D6 mechanics helped bring
a few more gamers into the fold.
I have a host of experience introducing newcomers to games from
years of gaming and working in the adventure gaming industry; during
this time I’ve cultivated some techniques for teaching people about
games, mostly in public settings like game and media conventions.
Most of these pertain to those public settings but can also work in
presenting games, highlighting their themes, and explaining mechanics
to newcomers:
Visual Presentation: Tempt players by showcasing game
components. Open board game boxes and set up the components, allowing
folks to peruse the rules, handle pieces, and read cards. Let players
page through the roleplaying game rulebook or sourcebooks (having
spares helps); put up miniatures, maps, or other player handouts to
give them a foretaste of the setting. Setting up miniature wargames
(and even chit-and-board wargames) in advance can provide a detailed
visual layout to tempt players. Having components readily at hand can
prompt questions from new players and serve as a way to begin
introducing them to the rules. Some of the best demo games I ran used
my huge Mos Eisley 25mm-scale diorama, complete with numerous
denizens, ships, and vehicles (and a separate cantina diorama); it
managed to draw many Star Wars fans to the table to take a
look, some of whom stayed around for a quick demo game.
Modify Game Rules: Streamline rules to a level appropriate
to the audience. Sometimes this just means using a game’s most
basic rules without options or advanced mechanics. Other times this
means dropping some core concepts that aren’t central to completing
a game’s victory objectives. Many introductory roleplaying game
experiences rely on pre-generated characters to focus more on the
mechanics of combat and exploration rather than the more involved
details of character creation. The Flight Path games like the
X-wing miniatures game or Star Trek: Attack Wing demonstrate
how a quick-start rules set can provide a fun play experience without
all the intricate bells and whistles that make the full game
enjoyable.
Keep It Short: Newcomers, especially children, can have
short attention spans, particularly when other attractive activities
tempt them. Not all games offer a complete experience within the
players’ time limit. Streamline games to dive into the actual play
as soon as possible. Roleplaying games can use pre-generated
characters and focus on a handful of encounters – even a single
skirmish – to demonstrate core rules. Some board games have short
enough play times to keep participants engaged. Few miniature or
chit-and-board wargames can offer a complete experience in a
reasonable time, though setting everything up beforehand and keeping
objectives simple can help. At West End I typically had a few short
scenarios on hand for conventions: a few encounters for quick,
drop-in demos on the Mos Eisley diorama, then a few two-hour
adventures for folks who wanted a longer session but not the full
four-hour game.
Handouts: Putting something in a player’s hand gives them
a point of reference during the game. This might be a card
summarizing the turn sequence and player choices in a board game, a
sheet of relevant notes and tables for a wargame, or a character
sheet or other rules summary for a roleplaying game. For some games
players might take handouts home with them as a reminder of their
game experience and a point from which to further explore the game
online or with other players. West End Games published the Mos
Eisley Shoot-Out mini-game to promote the Star Wars
roleplaying game and also had some demo materials that included a
one-sheet rules summary and introduction to basic roleplaying game
concepts. Few board games have printed references to give away to
players, but wargamers can make or copy their own reference sheets or
flyers providing tables, rule summaries, and even historical context
for their scenarios.
I’m encouraged to see gamers taking the initiative to bring more
players into the hobby. Erik Tenkar over at Tenkar’s Tavern has
undertaken the task of distilling the Swords & Wizardry rules into a four-page folio which, with a specially designed
adventure and possibly other gamemaster references, can serve as a
good tool for gamemasters to tempt newcomers to try a brief
old-school roleplaying experience. We need more efforts like this to
craft introductory game material specifically for newcomers – on
their own or with an experienced gamer as host – to help spread
interest in the hobby and recruit new players.
Comments....
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efforts or tools to introduce newcomers to the adventure gaming
hobby? Want
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