Thank you, Aaron. It really is just like anything, I think it probably gets easier the more you do it. I did forget to bring out the pretzels until later, but I don't think anyone minded. After the video, I think I probably should have touched on the idea that you should start small. I wanted my first game day to have 3-4 people. Since I knew I'd have to teach all games, and I wanted to be able to hang out with the people I invited, I figured the small size was great. I can't even imagine if I had to run two tables at this point. I put off putting together a game group for a long time. Maybe you should consider giving it a try, Aaron.
For more complicated games, I serve food while we watch a How To Play video. Once the video is done, people are typically done eating. At that point, we set up the game and enjoy snacks
Thanks for sharing your thoughts on game night, Dusty! I host a weekly game night, and a while ago I wrote down my rules for game night: jameystegmaier.com/2018/03/what-are-your-rules-for-game-night/
For teaching games, always start with how to win (Usually 'most points', but ideally put it in thematic context - most viewers in the case of The Networks, vineyard with the best reputation int he case of Viticulture, and so forth), ideally followed by the main way of doing that, and then when it feels right I'll work backwards from the main way of getting points to go through the steps involved in that (Working backwards from the main way of getting points in a Feld feels like a fools errand, for example).
I can definitely see how a point salad game might make that method difficult. I like it for most games that I can think of teaching them at this point. This group I started with is very green to board gaming so there was a lot of AP for one of them. Unfortunately it worked and they won so I'm sort of concerned what might happen in a more complicated game.
I host a game night every Saturday night. We do not set an end-time, but are pretty clear with the start time. If people cannot arrive at the start, I usually estimate when a good time would be for them to arrive. Usually 1.5hr after the start. That should give us time to learn and play a game before moving onto the next. When selecting a game, I usually ask the newest player what their favorite games are and ask them what about those games they like, grab some options and then present them to the rest of the group. "What do you like about Monopoly? The trading with players, collecting properties or the chance of rolling dice?" I would probably never speak about making accommodations for another person behind their back unless they were okay with it. It might come off wrong to that person, hearing that in the future. In opposition to other commenters, I avoid giving too much extra information when teaching rules. Sure, some flavor is useful, but I do not want the player to have to think about the information I am giving them and decide if it is relevant or not. Of course, how you win is the first thing... and then it might change from game to game. But mostly I zoom in from there. Explaining finer and finer details. The things I have noticed as the most appreciated aspects of previous teaching are: Saving small rules about special-cases until after the game has started, and reminding people about things through use of my turn. Even the most strict must-know-all-the-rules dude will be pleased if you plan the release of information perfectly. This usually takes me, a game, and a lonely night to ensure it is planned well.
Especially with non-gamers, I begin with narrative. If they can see the story line, it's far easier to grasp the flow especially when the theme is strong. "It's a cool spring morning in Tuscany. The sun is rising over your newly acquired property where you can envision lush vines growing varieties of red and white grapes. You've hired a few workers to help make your vision a reality. You already know where you will build the irrigation tower, the cottages and a quaint tasting room. It's time to get busy planting vines, building the structures and making wine. In the spring you will acquire the grape vines that you will have to plant..." While talking, I am showing them the spots on the player mat or the vine cards. I then flow into what I will do on my first round of play, staying in narrative form. After most of the process is explained I finish with how you score - all in narrative. I haven't even attempted to do this with Kanban, haha One never knows the level of gamer at conventions where I normally teach, so narrative is used to level the learning curve.
I like the idea of using narrative. It would have worked in Wingspan too, I'm sure of it. Don't think I could make it work in Azul, but some games are probably intuitive enough. Or maybe it really is a case for a strong theme. I have used narrative to teach The Big Score. I just hadn't considered it a method. Very cool. Thanks for sharing that, Dave.
Great video as usual! I can relate to not having a gaming group, but it sounds like you did a really good job!
Thank you, Aaron. It really is just like anything, I think it probably gets easier the more you do it. I did forget to bring out the pretzels until later, but I don't think anyone minded.
After the video, I think I probably should have touched on the idea that you should start small. I wanted my first game day to have 3-4 people. Since I knew I'd have to teach all games, and I wanted to be able to hang out with the people I invited, I figured the small size was great.
I can't even imagine if I had to run two tables at this point. I put off putting together a game group for a long time. Maybe you should consider giving it a try, Aaron.
For more complicated games, I serve food while we watch a How To Play video. Once the video is done, people are typically done eating. At that point, we set up the game and enjoy snacks
Thanks for sharing your thoughts on game night, Dusty! I host a weekly game night, and a while ago I wrote down my rules for game night: jameystegmaier.com/2018/03/what-are-your-rules-for-game-night/
For teaching games, always start with how to win (Usually 'most points', but ideally put it in thematic context - most viewers in the case of The Networks, vineyard with the best reputation int he case of Viticulture, and so forth), ideally followed by the main way of doing that, and then when it feels right I'll work backwards from the main way of getting points to go through the steps involved in that (Working backwards from the main way of getting points in a Feld feels like a fools errand, for example).
I can definitely see how a point salad game might make that method difficult. I like it for most games that I can think of teaching them at this point. This group I started with is very green to board gaming so there was a lot of AP for one of them. Unfortunately it worked and they won so I'm sort of concerned what might happen in a more complicated game.
I host a game night every Saturday night. We do not set an end-time, but are pretty clear with the start time. If people cannot arrive at the start, I usually estimate when a good time would be for them to arrive. Usually 1.5hr after the start. That should give us time to learn and play a game before moving onto the next.
When selecting a game, I usually ask the newest player what their favorite games are and ask them what about those games they like, grab some options and then present them to the rest of the group. "What do you like about Monopoly? The trading with players, collecting properties or the chance of rolling dice?"
I would probably never speak about making accommodations for another person behind their back unless they were okay with it. It might come off wrong to that person, hearing that in the future.
In opposition to other commenters, I avoid giving too much extra information when teaching rules. Sure, some flavor is useful, but I do not want the player to have to think about the information I am giving them and decide if it is relevant or not. Of course, how you win is the first thing... and then it might change from game to game. But mostly I zoom in from there. Explaining finer and finer details.
The things I have noticed as the most appreciated aspects of previous teaching are: Saving small rules about special-cases until after the game has started, and reminding people about things through use of my turn. Even the most strict must-know-all-the-rules dude will be pleased if you plan the release of information perfectly. This usually takes me, a game, and a lonely night to ensure it is planned well.
Especially with non-gamers, I begin with narrative. If they can see the story line, it's far easier to grasp the flow especially when the theme is strong.
"It's a cool spring morning in Tuscany. The sun is rising over your newly acquired property where you can envision lush vines growing varieties of red and white grapes. You've hired a few workers to help make your vision a reality. You already know where you will build the irrigation tower, the cottages and a quaint tasting room. It's time to get busy planting vines, building the structures and making wine. In the spring you will acquire the grape vines that you will have to plant..."
While talking, I am showing them the spots on the player mat or the vine cards. I then flow into what I will do on my first round of play, staying in narrative form. After most of the process is explained I finish with how you score - all in narrative.
I haven't even attempted to do this with Kanban, haha
One never knows the level of gamer at conventions where I normally teach, so narrative is used to level the learning curve.
I like the idea of using narrative. It would have worked in Wingspan too, I'm sure of it. Don't think I could make it work in Azul, but some games are probably intuitive enough. Or maybe it really is a case for a strong theme. I have used narrative to teach The Big Score. I just hadn't considered it a method. Very cool. Thanks for sharing that, Dave.
@@TheMillShow I use it in wingspan a lot now. I agree that there are games where this just doesn't work. I tend not to play those anyway lol