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"New rules: first game: your advice" Topic


14 Posts

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1,330 hits since 12 Apr 2017
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Comments or corrections?

Personal logo ochoin Supporting Member of TMP12 Apr 2017 1:34 a.m. PST

I was pleasantly surprised at the relative ease of a recent colonial war game using a new set of rules (The Men Who Would Be KINGS).A few hiccups, a bit of consulting with the book but generally a smooth & enjoyable game, fought to a conclusion in a timely manner.

It made me think to our first game of Field of Glory some years back. Hours long, no conclusion & to be honest, only our stubborn nature made us persevere with them in future games (it's still our Ancients' rule set).

Several things were different but I'd like to focus on one. Prior to the game, I set up figures & practiced moving, shooting, melee etc. The mechanisms were quite familiar to me before the first "shot" was fired.

What advice would you give someone planning on using new rules for the first time?

John Armatys12 Apr 2017 1:44 a.m. PST

Prepare a one, or at most two, page play sheet – it makes you read the whole thing and find the bits you don't understand. If the rules can't be summarised on two pages I'd probably regard them as unplayable.

Snowydog12 Apr 2017 2:19 a.m. PST

If I'm introducing a new rule set to players, I like to start small (not include all options available). I also want to play a couple of solo games to ensure I have a clear understanding of the mechanics and rule book layout. There is nothing more frustrating than knowing a rule exists and then struggling to find it in the rules when at the table.

raylev312 Apr 2017 3:08 a.m. PST

Set up a couple of opposing units and actually practice key aspects of the rules. For example, have one battalion attack another and walk through the game mechanics for that one simple action. Or, actually set units on the table and walk through the firing phase.

Personal logo Extra Crispy Sponsoring Member of TMP12 Apr 2017 5:52 a.m. PST

1) Keep your scenario as vanilla as possible. So all troops are Veteran, all small arms are rifled muskets, all commanders are Competent (or whatever). This gets rid of as much "What are the DRMs for elites firing at Green, with smooth bores?" questions.

2) Practice a complete game turn, making notes on a copy of the QRS. I do this quite often using cardboard counters on the kitchen counter over morning coffee.

3) START SMALL. If each player is supposed to handle a Corps, start with a division. I'm running my new Zombie game MOnday, with each player designed to run a "platoon +" sized force. Monday everyone gets two small squads.

4) Make your own QRS. I find QRS design is a real weakness in the hobby. In their zeal to cram everything on to 2 pages font size and lay out go out the window. My QRS sheets tend to be 2-4 pages. I use large type (12 point or larger), color coding, and I put a page number which indicates where the detailed rule can be found. (The QRS for my WW2 variant is one of my better ones:
PDF link ). A good QRS can speed up the game a LOT.

Weasel12 Apr 2017 8:16 a.m. PST

Yup, scale down and keep it simple with few unit types.

Also dont house rule the first time out.

vtsaogames12 Apr 2017 9:04 a.m. PST

Nice looking QRS, EC. Are the rules posted anywhere?

Frederick Supporting Member of TMP12 Apr 2017 10:38 a.m. PST

Play small, keep it simple, see if they are fun

Personal logo Extra Crispy Sponsoring Member of TMP12 Apr 2017 11:48 a.m. PST

Rules variant here:

link

rmaker12 Apr 2017 12:39 p.m. PST

Examine the rules for possible issues within your group. You know what those guys will quibble about, be ready for it.

Martin Rapier12 Apr 2017 11:12 p.m. PST

As above, write your own QRS as it forces you to actually read the rules and figure out how they work.

Pick a simple scenario, if something historical, one you've played before that doesn't have weird twists or surprises.

Do not turn up with one copy of the rules between six players and then laboriously refer to each section and read it out loud very, very slowly whenever something, anything, comes up while having forgotten to print out and bring the player briefings or OB.

Karellian Knight13 Apr 2017 4:59 a.m. PST

I usually read the rules 3-4 times, play a simple scenario with my mates, if any issues arise, use a common-sense resolution. Then read the rules again post-game, this is when I really learn the rules and can correct any errors in the next game.

Personal logo ochoin Supporting Member of TMP13 Apr 2017 5:44 a.m. PST

I usually read the rules 3-4 times

I've got to agree: one of you, at least, must know the rules backwards.

Russ Lockwood15 Apr 2017 8:20 p.m. PST

Treat it like a learning game, no matter how many times you've read the rules, and understand that you're going to do something wrong during the first playing.

We try not to, but it's gonna happen. If you can "fix" it (redo the melee calculation, etc) without a problem, fix it. Otherwise, let it go and fix it then and there, no matter what the situation.

If it's interesting enough on the first go around, then you can make a QRS (excellent idea -- we've done this for many games) and so on.

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