This is why I always just setup games, explain victory conditions, and start playing a round as I explain the mechanics - I offer to reset after the first round but folks usually just want to play it out.
It is infuriating to me how often people start explaining the rules without explaining what the actual goals are first. Like, what are we even doing here, start with that, m’kay?
I’ve had bad experiences with not doing victory conditions upfront since they’re sort of back-of-mind considerations I’ll forget about them until I start shifting my build/position/strategy to pursue one. Making sure everyone knows the long term goals is important before decisions are made or else folks will feel disempowered in the flow of the game.
It’s tough, cuz usually I sell people on the game by focusing on the fun mechanics of it, so it’s easy to go straight from mechanics to setup to first round, and have that awkward moment of “Wait, how do you win?”
I’m getting into Battletech and it’s so good for that. The basic game is pretty intuitive, as long as one person knows what to roll and when it’s really easy for a new player to pick up. I’m growing my Inner Sphere collection so hopefully I can get all the folks I’m close to to give it a try - just lay out a bunch of Mechs with sheets ready, say “pick 4 and let’s blow shit up” and have some fun.
My first time playing battletech was just me and a friend of mine who hadn’t played either, and we both have fairly severe adhd symptoms. Trying to figure out how to keep track of movement rolls was confusing to say the least but we eventually got it.
This is why I always just setup games, explain victory conditions, and start playing a round as I explain the mechanics - I offer to reset after the first round but folks usually just want to play it out.
That is key. Then I add these things help you, these others are obstacles.
It is infuriating to me how often people start explaining the rules without explaining what the actual goals are first. Like, what are we even doing here, start with that, m’kay?
I’ve had bad experiences with not doing victory conditions upfront since they’re sort of back-of-mind considerations I’ll forget about them until I start shifting my build/position/strategy to pursue one. Making sure everyone knows the long term goals is important before decisions are made or else folks will feel disempowered in the flow of the game.
It’s tough, cuz usually I sell people on the game by focusing on the fun mechanics of it, so it’s easy to go straight from mechanics to setup to first round, and have that awkward moment of “Wait, how do you win?”
I’m getting into Battletech and it’s so good for that. The basic game is pretty intuitive, as long as one person knows what to roll and when it’s really easy for a new player to pick up. I’m growing my Inner Sphere collection so hopefully I can get all the folks I’m close to to give it a try - just lay out a bunch of Mechs with sheets ready, say “pick 4 and let’s blow shit up” and have some fun.
My first time playing battletech was just me and a friend of mine who hadn’t played either, and we both have fairly severe adhd symptoms. Trying to figure out how to keep track of movement rolls was confusing to say the least but we eventually got it.