Showing posts with label newcomers. Show all posts
Showing posts with label newcomers. Show all posts

Tuesday, November 30, 2021

Crafting Wargame Pieces

 Toys are a caricature of reality.”

Brian Sutton-Smith

I’ve had some occasional discussion lately about making the miniature wargaming hobby more accessible by – gasp! – playing with more easily acquired components than fully painted miniatures with diorama-quality terrain pieces. The amount of expense and effort can intimidate some who might otherwise dive into the hobby. Sure, it’s great to have painted miniatures and crafted terrain and play with them on the table; but buying and making them no doubt puts many off of the hobby by their sheer expense and effort. I started considering options to miniature soldiers and realistic terrain that could provide a satisfying play experience with minimal work. What options could I find to entice kids and newcomers into the miniature wargaming hobby that might fall into the realm of enjoyable craft projects they can then take to the table and play with? I’ll admit I was only partially successful; I failed to suppress my urge for more elaborate and realistic looking components.

Tuesday, October 27, 2020

The 2020 that Might Have Been

 “These so-called bleak times are necessary to go through in order to get to a much, much better place.”

David Lynch

The insanity of the year 2020 certainly gives me cause to reflect on what could have been if the pandemic hadn’t completely disrupted life as we know it. Contemplating these lost experiences helps me comprehend the scope of our sacrifice and look forward to appreciating them that much more should the post-covid future allow us. Among the canceled vacations, game conventions, family gatherings, summer camps, blockbuster film premieres, and routine excursions to relieve real-world stress – disappointments no doubt shared by many – is one gaming opportunity I’d anticipated immensely, one that might still develop and flourish once America learns to responsibly deal with covid-19. But for now it languishes with the “might have beens” of 2020. I’d long planned to develop a “Wargaming History” talk for the local museum and had finally met with the director to pitch it, even had it scheduled on the calendar, when the pandemic shut everything down.

Tuesday, September 15, 2020

Same Great Experience, Smaller Package

The board game world offers some amazing experiences, but the prospect of learning a booklet of new rules and spending several hours immersing themselves in an hours-long game can discourage some newcomers from pursuing the hobby...and even longtime gamers don’t always have the patience or time to invest in comprehending and playing a new game. As an advocate of introducing gaming to newcomers and kids, I’m always looking for games that don’t seem too overwhelming or complex, yet still offer a satisfying play experience. So I was happy to discover a few titles one might consider lighter, younger siblings of well-established games – Ticket to Ride: New York and Pandemic: Hot Zone – North Americawhich provide similar themes and gameplay as the originals without taking several hours to learn and play.

Tuesday, August 25, 2020

Adaptable One-Hour Wargames

I’m always looking around for new games and rules, particularly ones that can put to use game materials I already have – in this case, miniatures – and ones I can adapt to introduce the adventure gaming hobby to newcomers and kids. My brother gave me a copy of Neil Thomas’ One-HourWargames for my birthday; I finally managed to read it and give it a try at the wargaming table. Thomas offers a very basic game system to which he explains and adapts numerous historical periods. He also presents 30 period-neutral scenarios useful for any wargamer seeking easy set-up with meaningful objectives. As simplistic as the system seemed, it proved just the right pace for a one-hour game with my young gamer son, adapted to one of his preferred non-historical genres, Star Wars.

Tuesday, May 12, 2020

WEG Memoirs: “Mos Eisley Shoot-Out”


Recently the online classic game store Wayne’s Books posted the “Mos Eisley Shoot-Out” pamphlet under its home page’s “New Arrivals” banner. I always enjoy seeing West End Games material on the site. Nothing tells me more about how the gaming public views a title as the price listed at Wayne’s Books. It’s always nice to know people still appreciate the work we did long ago. Collector’s prices reflect a game book’s physical condition as well as the product quality and the demand among aficionados (and I’m sure a number of other considerations of which I’m unaware). I was somewhat surprised, then, that the 11x17-inch, double-sided, full-color folded brochure mini-game West End published and gave away for free in 1997 was listed at $25.99.


Tuesday, July 24, 2018

Reflections on Recruiting Gamers


I’ve always sought to recruit new players to roleplaying games. My earliest efforts included drafting neighborhood kids, though eventually I happened upon a few like-minded friends who occasionally gathered for games. (Alas, I discovered Dungeons & Dragons at the tail end of junior high school, which, for a brief time, sponsored a D&D club before overly concerned parents shut it down). Although I discovered several kids on my high school bus route played D&D, none really wanted anything to do with an overly enthusiastic freshman. I can imagine many gamers in the early to mid 1980s tried finding other players, balancing the social stigma against the potential reward of expanding their player base, all with the cloud of the anti-D&D hysteria looming overhead. In those days my blind enthusiasm drove my clumsy efforts to find and lure new recruits to the adventure gaming hobby. But by the time I got to college I started more consciously to consider strategies to involve people in my (admittedly limited) social circles in gaming.

Tuesday, December 5, 2017

Themed Gaming Gift Ideas for Non-Gamers

It’s the holiday gift-giving season again. Goodness knows I’ve rambled on enough over the years about the magic of the holidays, how this is a great time to indulge in fantasy and gaming, and what gifts can best entice non-gamers and kids into gaming. I suppose I just can’t stay away. This year I’m recommending gifts for non-gamers that focus on a theme they enjoy. I’ve discussed the relationship between game mechanics and theme before in “Introducing Newcomers to Games: Theme & Mechanics.” The gist is that, while the turn sequence, player choices, interaction mechanics, and other systems of play are just as important in providing an entertaining game experience, often just getting new players to the table requires an enticing theme. “Do you want to play a game where you fly X-wings against TIE fighters?” sounds a lot better than “Do you want to play a starship miniatures game with maneuvers, special combat attacks, and upgraded ship abilities?” So I’ve perused my library shelves for board games I own or have played with interesting themes appealing to fans of certain genres. Most of these buck my past recommendations: they’re not necessarily the best games for introducing newcomers to gaming; few are kid-friendly; and the price points often soar past the $25 threshold a past “survey” indicated is the optimum cost of games to risk as gifts for non-gamers. Few of these are ideal starter games for newcomers to the adventure gaming hobby, so if you give them as gifts, expect to take the lead in introducing them to the rules through an actual game. I’ve listed them according to which fans might most enjoy each recommendation:

Tuesday, November 29, 2016

Holiday Gift Ideas for Non-Gamers & Kids

As we dive pell-mell into the holiday season some folks continue their quest to find the right presents for people on their list, each with their own parameters based on relationship, etiquette, interests, and budget. Even gamers can prove problematic since they often have quite exactingly specific tastes in games...and frequently own everything for game lines they particularly enjoy. I’m always looking for ways to draw newcomers into the adventure gaming hobby – both adults and kids – so this season I’ve assembled some low-cost gift ideas for people who might like joining readers at their gaming tables.

Some adult newcomers to gaming might find satisfaction with the many Eurogames and similar fare happily found in such ubiquitous venues as Target and Walmart. Solid standards like Settlers of Catan, Ticket to Ride, King of Tokyo, Carcassonne, Castle Panic, and Pandemic are good go-to games for adults seeking to break into the current popularity of board games, yet their prices tend to run higher than most casual gifts and they’re not always good for younger children. I’ve also featured a few specifically kid-friendly games – Dino Hunt Dice, Rory’s Story Cubes, Set, Dungeon!, Forbidden Island, Stratego Battle Cards Game, Robot Turtles, and the D&D Starter Set – in a similar holiday gift post two years ago; they’re all still valid recommendations.


Tuesday, September 20, 2016

Thoughts on Playing Hero Kids

The Little Guy finally pestered me into running a roleplaying game for him the other night. He’s six-and-a-half years old, doing well in first grade, and has already sampled other games from Daddy’s varied adventure gaming hobbies, including miniature wargames and board games. I’ve had Hero Kids waiting in the wings for a few years, yet I just haven’t felt like the Little Guy was ready for something a bit more free-form than some of our other gaming fare. I ordered a print copy of the rulebook and printed out character cards, stand-up figures, and the Basement O Rats scenario back in August in case we had free time at a convention to run it; we didn’t, but it meant I was somewhat prepared when the Little Guy quite suddenly insisted we play it after dinner one night.

So Dad sat down with the Little Guy; Mom was a good sport and agreed to play so we wouldn’t have an awkwardly solitaire game session and to demonstrate the idea of an adventuring party helping each other overcome challenges. They chose characters from those I’d printed to cardstock. I took about 20 minutes to outline the various elements of their characters and answer questions, then we dove into the game. I ran the Basement O Rats scenario complete with printed map boards and cardstock character and monster stand-up figures. Using the recommended number of adversaries for two players (a helpful, balancing innovation) they explored the caves beneath the tavern, vanquished the rats, and rescued Roger, all within about 45 minutes (including a few quick asides to look up and clarify minor rules questions). The Little Guy enjoyed it so much he wanted me to run another scenario immediately....

I examined Hero Kids when I first got it and, from a basic reading, was impressed with the resources it offered: intuitive mechanics using six-sided dice; clear character sheets; lots of advice for running a roleplaying game for kids (or even newcomers); a setting focusing on the role of kids rather than typical fantasy heroes; and map “boards” and pieces for scenarios to help transition from more traditional games. After actually playing it, I realized most of my earlier impressions were spot-on, though, of course, actual play reveals some nuances:

Duration: Kids have limited attention spans, especially in this age of instant gratification from electronic devices. The concepts and mechanics behind Hero Kids took only a few minutes to introduce to new players, while the scenario itself ran in less than an hour. This was the perfect length of time to maintain interest while still offering a significant taste of the game play. Occasionally the Little Guy’s attention wandered off a little, but it was more a lack of patience with other players’ turns and the presence of natural distractions such as errant toys at the dinner table that tempted him.

Party Teamwork: The Little Guy played a warrior while Mom ran a healer; the combination, and their coordination during combat, helped illustrate how different party members could contribute to success. At times the Little Guy wanted to go off on his own, deny assistance to his Mom’s character, or even attack her (“Can I attack other players’ characters?” he asked...something I expect every gamer asks at some point). At each turn we gently demonstrated how party members depended on each other – offering coordinate attacks or healing each other at key moments – or how, sometimes, his own insistence didn’t matter, such as when his warrior scaled a wall with the healer’s help, then he didn’t offer the healer assistance...not that she needed it with a successful skill roll.

Skill Tests: I really liked the die pool system, especially for non-combat skill tests. In a fight players roll the appropriate die pool and compare the highest result against the opponent’s roll; for skills they compare a roll against a difficulty number (4, 5, or 6) for success. Each combat skill (melee, ranged, and magic) also serves as a skill (strength, dexterity, magic), and each player also gets a few non-combat skills like tracking or lore. Although the scenario depended on lots of combat, it also offered some purely skill-based challenges, like climbing a cave wall or figuring out which tunnel led to the rats. It offered a nice balance between hack-and-slash and problem solving.

Lack of Character Advancement: The Hero Kids rules don’t offer any mechanics for character advancement, though it’s easy enough to allow each player to assign an extra die to their character after several hard-won adventures. Yet the lack of an advancement system removes the emphasis on killing monsters and taking their treasure for personal gain and instead focuses on fulfilling the story elements. Rather than delving into the tavern basement seeking hoarded rat treasure, the heroes explore the tunnels and vanquish rats with the goal of rescuing their friend. While it might seem good to offer some motivation in the form of personal advancement (gold, experience points), it’s refreshing not to place emphasis on greed and killing.

Maps and Pieces: I’m undecided about using the maps and cardboard stand-up figures. They’re useful for transitioning players from traditional boards and pieces to a roleplaying game setting. They’re absolutely necessary for introductory Hero Kids games. They help everyone visualize what the environment looks like, where heroes and adversaries stand, and how everyone moves relative to other elements. Yet the reliance on physical components hinders the gamemaster’s ability to simply whip up a new scenario on the spot (at least without having a stock of ready-made maps and cardstock figures), as demonstrated by the Little Guy’s insistence I run another session right away. I started mentally fumbling around for ideas, all of which required me to look up some potential adversaries, jot down some scenario notes, draft gridded maps on a large enough scale to use figures, and then find or print said figures. I think for at least the next few game sessions I’ll have to either devise my own maps and use figures I have or rely on printing materials from the Hero Kids scenarios I have in PDF. That said, the game could easily transition to a more freeform system, even one with a purely verbal description.

When the Little Guy expressed an urge for me to run more Hero Kids, he demonstrated that he doesn’t quite understand the amount of preparation that goes into running a scenario. His tastes tend to run toward whatever electronic media he’s devouring at the moment. He’s looked at Daddy’s Basic Dungeons & Dragons rulebook but really wanted to try the Hercules & Xena game he spotted. He’s asked me to run a Star Wars roleplaying game session, though he prefers the prequels to Daddy’s cherished original trilogy. I think we’ll do more Hero Kids before we decide what direction to take next. He’ll be seven years old soon, a good age to continue our exploration of adventure gaming and expand it with some roleplaying game scenarios.


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Tuesday, December 15, 2015

Share Gaming during the Holidays

The holidays seem like a great time to share our adventure gaming hobby with others, especially those not yet initiated into such enjoyable entertainments. Families spend time visiting, we receive games as gifts, kids have a few weeks off from school, and we seek some sense of the season’s fantastic wonder in escapist games. We’re often sorely tempted to invite non-gamers to try our latest pursuits, often prompted by queries of “Hey, what’s that?” upon unwrapping a new acquisition or “That looks neat, can I play?” as we show off our game libraries or peruse our rulebooks. But sharing our adventure game hobby with the uninitiated through a positive play experience takes a bit of restraint

I recall from my youth a host of unsuccessful holiday games with my brother and cousins who shared some similar interests and were easily convinced to try something new by their oldest siblings. One year while visiting I tried to run the AD&D scenario A1 Slave Pits of the Undercity. Even using the module’s pre-generated characters the effort quickly devolved into a morass of bored players, long rules explanations, and not much adventuring. My oldest cousin didn’t fare much better. His attempt at running the Avalon Hill Dune board game – newly received for Christmas – had everyone’s head spinning with no clue how to proceed. The back-up plan of Risk fared no better in the confusing explanation of how the dice resolved combat; the experience probably contributed to my life-long distaste for the game (not a bad thing in my estimation).