I'm usually the person in my gaming
group who teaches new games to everyone else. This is often because I
own the game and have read through the rules already. I don't mind
showing new players the rules of a game, but it does come with some
unexpected challenges.
Most of the challenges with teaching a
new game spring from the details: how in depth should I be when
explaining a game? This obviously varies with the complexity of the
game, but it also varies greatly based on the players. Some people I
play with are happy to learn the structure of a turn and the victory
conditions before diving into the game, learning the rest as we play
the game. Some people, though, really don't feel comfortable playing
a game unless they know how everything works.
The trouble is that games can get
complicated, and explaining everything all at once can be both
daunting and counterproductive. If I spend too long explaining every
rule, players tune me out; they might not mean to, but they'll get
bored with the long explanation and stop paying attention. Moreover,
if I swamp players with information they may forget the basics and I
run the risk of just confusing them. Of course, not giving enough
information beforehand can also be problematic. Players get angry if
you surprise them mid-game with a rule that hinders them, for
instance. That said, I've often found that giving a brief overview of
potential hazards that may come up is better than going into the
specifics of what bad things will happen; a warning that certain
actions carry risks is usually enough.
Oddly enough, the most difficult
question I have to face when teaching a game to new players is not
how specific I should be with my explanations, but whether or not I
should try to win the game. I'll admit, I don't usually like losing,
but more importantly, I don't want to feel like I've be patronizing
to my friends; if I just let them win, their victory will be hollow.
By contrast, they might not ever want to play again if I beat them.
Usually I'm safe to try and win, but I it's always important not to
be ruthless about it. Playing a new game should be fun regardless of
who wins, which means that I can try to win, but I can't do so at the
expense of another player's good time. This usually means I choose
less optimal choices on my turn, which can be awkward for me, but I
know it's worth it. Ultimately, a player's first game needs to be fun
and memorable or they won't want to go back to it.
I've found that one of the hardest
games to teach has been, surprisingly, one of the simplest to learn:
Tsuro. Teaching the rules is very simple: Place a tile next to your
piece and move your piece along the lines. If you fall off the board
you are eliminated. The last piece on the board wins. Simple, right?
The difficulty is not in teaching the rules, but rather in deciding
whether or not to win. I've often found myself in a situation that
would allow me to eliminate other players early on, but should I take
them out? It's taken me several game nights to figure out a good
balance with that game, choosing when to eliminate players. I found
the best method to be to keep players in the game until right near
the end of the game; at that late stage, if the opportunity presented
itself I could eliminate another player, but only if the game was
about to end anyway. This method gave new players a good taste for
the game, and they almost always wanted to play a second round.
Interestingly enough, keeping other players in the game longer is
actually more fun for me than eliminating them early, which is a
bonus.
Maybe I try too hard to win. And maybe
I give too much information. I think I need to learn how to just have
fun, and I know I need to learn to talk less. If I can learn to be
more concise and to stick to the core rules, not only will it improve
my ability to teach new games to people, but it will also improve my
ability to write rulebooks for my own games in the future.
13/13
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