Showing posts with label gaming group. Show all posts
Showing posts with label gaming group. Show all posts

Tuesday, January 14, 2020

The Expectant Look of the Lost

Every board gamer aims to conduct, or at least participate in, that ideal and miraculous board game gathering during which every person is thoroughly engaged and focused. At such an event, there are simultaneous games being played at various tables with each table run by an expert who can explain the rules and guide the proceedings. Those same tables are populated with players who are well-versed in the conventions of gameplay; they know the difference between deck-building and action-selection, the probability of rolling one result over another, and the merits of card sleeves and customized box inserts. No one is waiting for the action to come to them; each player is reading the rules, enacting strategy, and generally playing without the expectation of help or hand-holding. This is the best any board gamer could ever want.

Of course, this kind of gathering can be dishearteningly rare. More often than not, the resident board game enthusiast of a social group is THE authority on games, so he is called upon to pick the right game, teach a disparate group of learners about the game, know every rule, explain every tactic and strategy, and ensure that everyone is engaged and enjoying the experience. When this social group convenes for the odd board game night, most of them stare at the gamer, expecting him to conjure up fun as a magician would conjure up a rabbit from a silk top hat….

Stop RIGHT there…

That’s the look that I want to focus on in this article. It’s that glare… that look of waiting for one to do something. Physically, the head cranes forward slightly, the eyebrows are unfurrowed, and the lips are slightly pursed as if the person is trying to communicate escalating boredom through their eyes only. It’s a look charged with pressure, cautious anticipation, slight disapproval at the concept of playing a “board game…” It’s the same look that most people make when they attend a party but the host has been derelict in his duties and has, instead, opted to play X-Box in the guest bedroom while everyone else fends for themselves. It’s a look…

It’s a look that drives me crazy… but it’s the kind of look you’re going to have to handle.

See… most people don’t play board games with the interest or intensity that you do. Most people have jobs, make house payments, watch TV, spend time with their kids, spend time on their phones, and spend time yelling at their kids who spend time on their phones. If anyone is enthusiastic about something, it’s a myriad of other things besides board games, so when these people go to your house, they expect you to entertain them with your hobby.

You’re not alone, though. Every hobby’s enthusiasts have to endure this.

Yet, you’re going to have to accept it. For the longest time, I had (and still have) trouble with that expectant kind of demeanor. As you can tell in the title of this article, I have come to label that look as the “expectant look of the lost” (or ELL) because that’s what your non-board-gamer friends are:

LOST

This is the crux of my article. When I think about ELL, I consider how it is no use becoming bitter or upset when your non-gamer friends have no clue about how to participate in a board game party. It’s also no use expecting them to meet the high standards you secretly harbor about the aforementioned parties. Obviously, I state these points because I struggle with them, too, and my hope is to encapsulate the frustrations you might feel as a board game enthusiast.

Now, normally, I would frame this article as a “What to Do If…” article and list ways to cope with the issue, but I do not want to rely on that formula for this article. Frankly, I don’t necessarily have solutions for ELL because, well, it speaks into the inherent impatience of people (maybe just Americans?). People demonstrate this look for numerous reasons because, even though they are among friends and are generally safe from danger, they have little understanding or control over the proceedings but do not want to look overtly impatient. In my opinion, handling this can be reduced to the type of person you are.

If you are an introvert like me who fancies himself to be a person who is sensitive to other people’s feelings, you may see fit to read the room and decide NOT to play games; it’s the “high road,” but it causes the evening to be less fun for you. If you’re a lively extrovert, you may just enforce your will and drag people into game time; this may affect people somewhat negatively and sour them to gaming. If you a staunch planner type, you may want to plan ahead, assign key people to lead game tables, and organize people by table; some people do not like being treated like high school students, though. If you’re spontaneous, you may have to learn to overlook people’s quizzical looks and just play. I know that there are several viable approaches to this issue, but each one depends on you and who is in the room with you.

This leads me to something that I have not adequately addressed: why I am writing this article in the first place. Indeed, commiseration and catharsis are two motivators; ELL has been a thorn in my side for a long time, and I hope that others can relate. Moreover, the classic raison-d’etre of “writing a blog entry as a personal reflection” prevails. Setting these reasons aside, I know I am writing this article because of a core disillusionment I sense in myself about board games: essentially, they (or any other hobby) do not fill the God-shaped hole in all of us, and they certainly do no fill that hole in others.

This further leads me to a revelation: like almost every hobby, board gaming is a momentary distraction that ultimately leads to dissatisfaction and the desperate acquisition of more games to stave off the oncoming dissatisfaction. In this way, ELL is not the other person’s problem; it’s OUR problem. People are looking to us to entertain them; in a bizarre twist, we are looking to board games to entertain US. If we think about it long and hard enough, we find that everyone will be left wanting eventually. We are all LOST.

I realize that board games are fun, but I also know that I have to put them in their correct place. They are social lubricants, distractions, baubles, discussion topics, and ways to connect with others. They do NOT take away our boredom or impatience. They do NOT make our everyday lives more exciting and intriguing. In other words, board games are not that important. Once we come to grips with that, I wager that we find it easier to cope with the expectant look of the lost. We may never have that perfect board game party, but we can certainly form thrilling connections with others and forge lifelong friendships.

With that said, it doesn’t hurt to have a few gamer friends help you organize and run a board game party. With their assistance, a board game day with casual players can be supercharged and fun.

Wednesday, June 26, 2019

What to Do If... You Don't Like Your Game Group Anymore

It can be an almost insurmountable challenge to assemble a great game group. Having to juggle and mesh personalities, game tastes, schedules, and even where to play can be exhausting. This is why people often compromise in one or more of those areas for the sake of just getting a game off the ground. You may find yourself going to the local game store and pulling together a collectible-card gamer, a role-playing gamer, a miniatures gamer, a Euro gamer, and a  good friend into your group and trying to make them play together. Or, you may have identified some interested casual players and formed a lunchtime gaming group. You may have even gotten some neighbors together in your apartment building or street and decided to be "neighborly" by having them over for games and food. In each of these cases, though, you probably compromised on game taste (the first example), schedule (the second example), or even how readily the people interact (all of the examples). For a while, these groups can function and may even develop into fine friendships, but there is always the chance that group relations can go sour or, in a less easy-to-explain way, one or more of its members (namely you) grow to dislike specific members or the entire group. In my case, I was once in a game group in which one of the members had a crass sense of humor that I found off-putting. I grew to dislike being around this person because he would crack a crude joke and I would have to adopt a stone-faced expression.

With that in mind, let's discuss what to do if you do not like your gaming group, and I am writing this from the assumption that you are the one who no longer enjoys being in the group, but you are not the organizer:

Get Busy
One of the most diplomatic ways to back out of a group is to simply fill your personal and/or work schedule with other appointments. For instance, if your game group plays on Tuesdays, set up a lunch date with your spouse or mandate a workout time for yourself. Then, tell the group that your Tuesdays are filled. However, some persistent members of the group might try to accommodate your change; to anticipate that, schedule out EVERY day with something, even if it's trivial. If you're busy, you're busy, but you don't have to provide much explanation beyond the "my schedule is packed now" excuse.

Become Inconsistent
Another diplomatic way to back out of a group is to become "flaky," meaning that you just decide to not show up sometimes. You could not show up every other week at first, and then make your appearances less and less frequent. Instead, go out for walks, make other friends, prioritize family time... There are a myriad of reasons to be inconsistent. The only risk is that you become the "flake," which means that people become distrustful of you attending organized events.

Pray and Endure
The hardest decision is to remain in a group because you want to be that positive person who invests in people. You may genuinely care about the people in your group, even though you do not really like them, because they are human beings who need encouragement. If this is the case, I recommend a lot of prayer and (for Christians) reading the Bible. Then, treat each game meeting as an opportunity to reach people. The only downside of this approach is that board games can become less fun and more like a job.

Now, if you happen to be the organizer of the game group sessions, then your options are slightly different and, in some ways, more difficult because your non-participation is much more apparent and can communicate feelings to the others that you would rather NOT make that obvious:

Stop Scheduling Sessions (Corollary to Get Busy)
There may come a time when you decide to NOT schedule the meetings anymore. At work, you may use Outlook to send invitations; just stop sending the invitations. Outside of work, you may communicate through social media or email; start off by sending cancellation notices, and then stop sending notices altogether. Eventually, someone will comment on how you don't organize meetings and ask why you don't. Simply tell them that you have "been busy," but encourage that person to take control and set up meetings. More often than not, if you're the organizer, other people will not step up when you leave a vacuum.

Announce a Break
Through whatever medium, inform your group that you want to take a break from board games to focus on other hobbies and/or family. Mention that you need to "recharge your batteries." You can also encourage the rest of the group to carry on without you. This is probably the second-most direct way (besides holding a special meeting) to communicate your displeasure with the group.

Hold a Special Meeting (Corollary to Pray and Endure)
If you prefer to be really direct, call the group together and (in a neutral location) discuss why you have a grievance with one or more members of the group. Consider the following scenarios...

If you all are friends, then conduct this meeting with the approach of preserving friendship. In other words, discuss your issues calmly and with an ardent desire to be inoffensive, read facial expressions, echo other people's feelings, and work together to find solutions for the issues. Friends are more important than games, so addressing the issues you have might resolve your lack of desire to play.

If you are all enthusiasts who are only unified by board games and a common night for gaming, then I do NOT suggest holding a meeting except to say that you won't be able to play on that day and time, but you encourage them to continue. If they are like the kinds of people I've met at the local game store, there will be no hearts broken by your bowing out for various reasons. Sometimes, it's best that people do NOT know the details or your grievances.

If your group is a work group comprised of acquaintances, then this kind of meeting is much trickier because you have to work with these individuals. I would NOT recommend a meeting AT ALL. Simply get busy and stop organizing or attending game sessions.

As I wrote this post, I considered the possibility that you may have identified another group to join. If so, I would back away from the current group and not join the new group for a while; give yourself one or two months before restarting gaming, or restart in a way that isn't apparent to the old group. Then, if someone from your old group discovers that you have joined a new group, mention that this group was better for your schedule, they are playing a game you wanted to try, or you were finally done with taking a break. You may want to take great care to meet with the new group in an entirely new location or different lunchroom.

Despite the ideas and advice I've put forth, I tend to find that if one does not enjoy a group, that group tends to fall apart quite organically. I believe that it has something to do with the concept of complex adaptive systems. Basically, if you take a room of people who have developed their own interactions and group norms but introduce a new person, the entire dynamics of the room change for better or worse. This happens in classrooms when new students join the class and that awesome class becomes a chaotic one; it also happens in small businesses when a misanthropic individual can throw interactions into disarray.

My point is that as your attitude towards the game group (even if you are subtle) becomes non-positive, that "vibe" is felt by those around you. They may not be able to pinpoint what is happening, but they may find themselves not enjoying the group either. Of course, I don't endorse throwing a fit or being overtly negative; that is not a suggestion I have made in this post. Instead, I proffer the idea that when one person in a group is no longer engaged, the group slowly, inexorably crumbles. With that in mind, either the patience to ride it out or the conviction to leave may be what you need to end what has become an unfavorable game group for you.

Thursday, January 3, 2019

What to Do If... You Don't Remember (or Fully Understand) the Rules

Imagine that it's game night at your home. You've invited four of your best game buddies to join you in learning a somewhat complicated game like Power Grid. All of your buddies have some experience with board games and even own some of their own, so you anticipate a not-so-steep learning curve. With this in mind, you spent a little time reading the rules, skimming sections because you have to commit time to actually cleaning your living room and bathroom (personal note: please clean your bathrooms before game day; your guests will quietly thank you for it).

Anyway, your guests arrive. Wisely, you already had the board and components laid out on the table and the rules ready for easy reference. After a few appetizers and drinks, you invite your friends to sit as you explain the rules. At first, people are comprehending and nodding their understanding. Yet, partway through the explanation, you stumble. What was that rule about cycling in new power plants? Is it last-to-first place turn order during bidding or during the connection of cities? As you feverishly rifle through the rulebook, you lose your place and your guests' collective attentions begin to wander. You spend five minutes reading through each phase of the game until you think you have a firm grasp of the game flow, which prompts you to restart your explanation... until you realize that you didn't quite understand the flow after all. After that, it's all sweaty palms, reading, and your guests turning on the TV to watch reruns of Last Man Standing...

This scenario is not a strange one. I would wager that almost all of you have experienced this when teaching a game you own. Getting stuck on misunderstood or forgotten rules, befuddling yourself on why certain game events happen, and even forgetting basic setup are not uncommon during the teaching of games. However, in this article, I want to focus on an aspect of rules that has needlessly stymied many a game session: not knowing certain rules OR forgetting rules. Here are a few tips and tricks I have for what to do if you don't remember (or understand) rules. These tips are not in any particular order:

Read the Rules Well Before Game Day
The obvious solution for not remembering rules is to read the rules long before you have your game day. I would suggest both reading the rules and playing a mock game on your own to acquaint yourself with the machinery of the game itself. For note-taking, you may want to print a separate copy of the rules that you can highlight and notate. Of course, if you don't mind marking up your rulebook, feel free to do so.

Read Forums and User Comments
Board Game Geek is a great online resource for acquiring more information about rules and frequently-asked questions. Read the comments pertaining to the game in question; I would even recommend bookmarking the URL for that game and having that handy before the event you are hosting, but a better solution would be to compile handy knowledge in a Word document or Excel spreadsheet.

Now, if you didn't do your homework and study the rules, then here are the tips for you:

Wing It (and Tell People You're Winging It)
When teaching a game, the worst thing, besides not knowing a rule, is taking an inordinate amount of time reading the rules while your friends languish in their semi-comfortable dining room chairs. I recommend skimming the rules, and then informing your guests that you are just going to start the game and proceed with your tenuous grasp of the rules. Tell your friends that you may make mistakes during the course of play, but you will adhere to the rules as you understood them at the start. Then, after the game is over, let people know what your mistakes were and how the game should be played. This sounds sloppy, but playing a game incorrectly and having fun is more important than getting mired in rules reading for an hour before you start the game.

Ignore Certain Rules
It is perfectly acceptable to excise rules from the game for the sake of starting the game and enjoying each other's company. For instance, some people play Carcassonne for the first time WITHOUT farmer scoring. Sure, this takes away a key part of the scoring process, but at least you introduce your friends to the concept of tile-laying and feature scoring. If you finish fast enough (note: Carcassonne games can take only 75 minutes if you play with the base set), then you can incorporate that rule you ignored.

Set House Rules
A variation of winging it is telling people that you are going to run a game with a certain interpretation in mind, which is basically setting house rules. For the sake of learning and starting a game, there is nothing wrong with this as long as people are made aware of it. Yet, if you set house rules on the fly while someone decides to read the rules during gameplay, he may feel cheated if he discovers that the rules state something different from your house rule.

In general, if you don't understand a rule in the moment, especially if you're reading and teaching at the same time, tell everything that you are going to proceed with a certain approach and ask for their consent. Be flexible, though: some people may disagree with your house rule, which is actually a great thing because they are now engaged in the learning process and may help you better execute that particular stipulation.

Play a Few Practice Turns and Reset
If you have several hours scheduled, you could play two or three demo rounds of a game for people to get a feel for the game while you work out your comprehension of the game. After you've identified pain points in the rules and negotiated with others to lay out how the game should be played, take a break, reset the board, and play the "real" session.

Learn Together
If you have a patient group of close friends, you may want to entreat them to read the rules with you and learn the game together. To do this, I recommend sending the rules to each of them by email or even message service, and then going through the rules in unison. With the right group, this learning session becomes a hangout in and of itself, especially for really involved and complex games. Some people relish these opportunities: if you identify these folks, hold on to their friendship with both hands!

(For Experts Only) Make Up the Rules!
Now, there comes a time when, despite your improvisational abilities, you cannot make out enough of the game's rules in the moment to develop a working understanding of the game that you can even communicate to your friends. It happens; you are not alone in these moments of confusion. Considering this, based on your experience with games, make up the rules!

An example of this was the first time I played Robinson Crusoe. In retrospect, Robinson Crusoe is not that complicated, but the rules are not the most clearly-written rules and do leave new players to a boatload of reading during gameplay, so I remember having to make up a rule about the in-game items that you can construct in which each item, unless explicitly stated, could be used over and over. For some reason, I was confused about whether items were used one time or able to be used repeatedly, so I just made up a rule. Indeed, you may end up perpetuating incorrect play, but remember: your goal is to guide your friends through a game by playing it and having fun. Do not get mired in reading and waiting.

Before I proceed, I should note that you must let people know that you are making up the rules because you do not want to perpetuate incorrect play. Doing so is like spreading a disease: you not only affect your friends, but they affect their friends. Even worse, once your friends discover your malfeasance, they will NOT trust you to teach another board game, so give your friends fair warning. Funnily enough, some of your friends may object to your making up rules and help you out by reading the rules for themselves.

When All Else Fails... Fall Back!
If you are not an expert on ad hoc rule generation or with tap-dancing through a rules explanation, you may want to declare that you need more time to learn the game and move on to a game that most of your friends know. Sure, you may have a friend or two that would be disappointed in not learning the new game, but sometimes simply playing any game is the best course of action.

Thanks to my direct influence, my two teenage sons own and play board games. My older son, who is 15, is less interested in board games than at least seven other interests, but he does play games to get out of doing homework and as a general diversion. As it does happen, he has moved beyond board games as a personal preference. Not so conversely, my younger son, who is 13, still likes receiving games as gifts and will opt on his own to play them with little prompting. I mention both of my sons because, despite their being at different points of what I call the "board game interest lifecycle," they have one thing in common: they both dislike teaching people board games because there is a lot of pressure to know and understand (almost) every rule. Thankfully, though, with the tips and experience I've shared, you can spend less time stressing out about rules explanations and more time enjoying your friends' company and, oh yes, playing the game you wanted to play. Your friends might even appreciate the game enough to read the rules, yell at you for the mistakes you made, and then demand that the game be played correctly next week. To me, in this case, everyone wins!

Wednesday, November 21, 2018

What to Do If... No One Wants to Play Your Game

Imagine this scenario: last week, a new game was released at your local game store. You had been excited to acquire it since seven months ago when the first press release announced its impending arrival. With great anticipation, you sped to the game store on the day of release and gobbled up the first copy (as well as all of the necessary card sleeves and containers for tokens, if you are anything like me). You spent a few hours sleeving cards, punching boards, and sorting the contents, relishing each component and piece of superlative artwork. You even found a place of great esteem on your game shelf for your new acquisition.

As you placed your shiny new box in its designated spot, your mind began racing. Who would I invite to play this game for the first time? Who would be available? Who would not be interested? Hurriedly, you bursted forth from your bedroom with notepad in hand, feverishly jotting down names. With your short list of would-be enthusiasts, you flung open your laptop computer, toggled to your email client software, and clicked New to create an email. You added the names, typed the message with urgent intensity, and clicked Send. Your email shot forth like a cannon blast. Then, you waited. And waited. And waited.

"Sorry, I can't play. I have to wash my dog."

"That game? No thanks. Why not play Power Grid?"

"That game looks way too complicated."

"My wife wants me to spend time with her."

"Ugh. I just bought a new game, too. Do you want to play that one?"

Obviously, the enthusiasm for your new game is decidedly low. You are despondent. You begin pondering your life goals. You resort to prayer. Things do not look good... What do you do? Well, there are solutions, some of which you may have already devised, but some might have escaped your attention.

Bring Your New Game to a Larger Gathering
From time to time, your friends might host a large gathering during which games can be played. Use that time to introduce yourself (if there are people who are strangers to you) and your game. Strangers are often the best people to whom you can introduce a game because they have no preconceived notions about you or what you brought.

Entice Your Friends with Food
The fastest way to a gamer's heart is through his stomach. Set up an invitation to play your particular game, and then advertise that you are providing pizza, burritos, or whatever your friends enjoy. This establishes a quid pro quo situation in which you are giving something (food) and getting something (opponents for your game) in return.

Enlist Your Captive Audience... er, Family
A great way to get your new game to the table is to make your family play it. Spouses are difficult to convince, but your children (or nieces and nephews) are impressionable, pliable, and usually more amenable to playing a new game than anyone else. Take to time to know the rules of your new game and practice teaching it to yourself so that you can prepare for training your children and young relatives.

Ultimatums!
A not-so-subtle variation of the quid pro quo arrangement is the ultimatum: "If you don't play my new game, I won't play yours next time!" Now, this kind of forceful declaration must be done with great care and humor, and can even be off-putting for your more thick-skinned friends, but a kind reminder that you are agreeing to play someone else's new game may compel your comrades to partake in your game. However, if they do not agree to play your new game despite your efforts to play theirs, then you may have to consider other options: patience, non-attendance to future sessions, or finding a new game group.

Find a New Group
As I mentioned in previous posts, they may come a time when you need to find a new game group. Of course, leaving your current group forever simply because they would not play your game is extreme and childish ("Fine! I'll take my ball home and you guys can't play with it!"), but their refusal to play your new game may be symptomatic of deeper issues. Perhaps someone in your group has an issue with you and his grudge has affected the group; maybe your group has collectively soured to each other's company. Instead of ditching your old group entirely, find another group at the local game store, at work, or at your church who would be open to meeting. It is fine to be a member of multiple groups, and looking for a fresh group of people with open minds has the ancillary benefit of creating chances to play your recent acquisition.

Be Patient and Plant Seeds
This may not seem like a solution because patience changes nothing in the moment, and it is the most difficult thing to do, but waiting for the opportunity and planting seeds of interest in your friends' minds is often the best approach. Some gamers like familiarity with a game, so they prefer playing a known game and not having to dive into rules explanations, which is why presenting a new game can be a daunting endeavor. For these folks, instead of the brute force tactic of forcing a game on your group, drop hints about it during your next play session. Spend a few weeks reading the rules and shoehorning comments about it every time you meet people in your group. Point out reviews on Board Game Geek or other sites. Talk about how the game's mechanics are like other popular games, but the theme of your game makes those mechanics feel fresh. The process may take a few weeks, but keep trying and, eventually, your gaming group will relent... even if it is to silence you at last.

Find Solo Rules Variants for Your Game
One of the many wonderful aspects of sites like Board Game Geek is the pooling of ideas that people have formulated on their own, especially solo variants for games. Though some games have rules for playing alone in the core rules (such as Robinson Crusoe, First Martians, Le Havre, and Agricola), most games do not benefit from this extra development on the part of the game designer. However, there are folks out there that have taken the time to devise a kind of artificial intelligence for your game so that tasks are essentially automated as if you are playing against a computer. Solo play does require much work on your part to move pieces, draw cards, and follow what can be complex algorithms simulating other players, but playing solo may be preferable to never playing your new game or doing what I am about to suggest...

Sell (or Store) the Game
The last resort is to either store the game and consider it a collectible, or sell the game on eBay or to other gamers. There is no point in keeping a game no one will play (unless you are content with collecting games), so consider selling it to buy expansions for games that your friends play. To avoid this altogether, though, even before buying a game, think about whether or not your friends and/or family will play it.

Before you attempt any of these solutions, there are a few requirements that you must satisfy:
  • Learn Your Game
    Read the rules again and again before even attempting to introduce it.
  • Practice Teaching the Game
    Brainstorm ideas of how you would teach the game and organize those ideas into a chronological outline. Use your outline to practice teaching the game, perhaps to a family member or just to yourself.
  • Organize Your Components
    Have every component of the game organized so that they are easily accessed without wasting valuable game time hunting for them.
  • Anticipate Player Counts and Set Aside the Requisite Components
    Some games' setups stipulate how much of any items you need for certain player counts. Instead of counting out tokens and cards at the start of the gaming session, use plastic bags to separate the required items beforehand so that setup is accelerated.
  • Know the Comparable Games
    One thing that assuages fears of learning a new game is drawing parallels to existing games with similar mechanics. This further requires knowing your gaming group, but sticking with popular games helps. Here is one example: "My new game has a set collection mechanic, much like the way you collect cards in Ticket to Ride." Also, mentioning that similar games can be found at Target, Barnes and Noble, or other popular retailers sends the message that your new game is not that strange or difficult to learn because games like it are readily available.
Getting your game group to play your most recent purchase can be challenging and disheartening, but with some foresight and planning, you can mitigate this circumstance trying any of the solutions I mentioned. Usually, novelty is not so alluring for people; do not be insulted if your friends refuse to play your new game at the start. Entice, convince, entreat, bribe: there are yet more options you can pursue to help your game see the light of day.

Despite my suggestions, I believe that the best approach is thinking about your friendly opponents and what they would want before you buy a game. For me, I often think about my wife and sons: would they play the game I'm thinking of buying? A few years ago, my sons had the time and desire to play pretty much anything I bought, but now they are teenagers and their tastes have changed. My wife is much more selective, so I try to pick some games she would not mind playing. Also, because I no longer have to kind of gaming group I had at my previous job, I have to think about my old games and how often I can get them to the table; when I do think about that, I am often convinced to not buy a new game.

Furthermore, I encourage you to think about your current inventory of games and ponder how often you would like to play your existing games. The board gaming hobby is heavily steeped in a "cult of the new" mentality in which gamers are often excited to purchase the hottest novelties. This may be you, and if you have the money to engage in this, then I am happy for you. Yet, if you really enjoy your old games and would like to play them more often, reconsider that purchase you want to make. In this way, perhaps the best solution for what to do if no one will play your new game is to not buy that new game... Or, if you have already bought it, take it back to the store and buy some pizzas to tempt your friends and family to go to your house and play games with which they are already familiar.

Monday, May 15, 2017

What to Do If... You Want to Start a Work Gaming Group

For many of us, we spend most of our waking weekday hours at work. Whether it is a massive corporate high-rise building, a sprawling business or collegiate campus, or a tiny Mom-and-Pop shop, we pass more hours at our desks or workspaces than we do at our own homes. We eat lunch at work (and maybe even breakfast and dinner), share semi-superficial feelings and thoughts with cubemates and co-workers, and we talk more to people we tolerate than to people whom we love as family members and friends (unless you are blessed with true friends at work).

With all of that said, you might as well make the best of your time at work, especially during your lunch break, by starting a board game meetup in your office. It is an excellent way to connect with fellow employees, especially employees in other groups to whom you might not talk otherwise. When I have scheduled and led board game meetups at my company, I have had participants from different groups converge to play. Then, whenever I was required to work on a project involving cross-team collaboration, those social connections were already in place, which made the collaboration less awkward and much friendlier.

Here are my steps for establishing a periodic board game meetup during your lunch break. These steps worked for me, and they may work for you, particularly if you are decidedly introverted and/or shy.

What to do if you want to start a work gaming group:

1) Choose a neutral venue away from work activities

A lunch room or non-windy outdoor area is convenient, but a nearby restaurant or fast-food diner is a bit better because potential clients would not see the event (some offices are sensitive to this).

2) Write an email or calendar invitation and target your work friends

Be sure to announce the venue and whether people should bring games and their lunch. Be discreet with your invitation; send it only to a few people, at first. Encourage your friends to forward the invitation to other interested parties.

In addition, something I have done is attach a PDF or Word document of game rules to the calendar invitation or email. Most of the time, people cannot be bothered to read them, but that is fine; even the attempt to share the rules conveys a desire to include each invitee and minimize meeting downtime.

3) As the organizer, supply the games

You may have to shoulder the burden of bringing and conducting the games. For me, this is a challenge because I am fastidious with caring for my games (note: I sleeve ALL of my cards), so I try my best to suppress my compulsive tendencies for the sake of engendering a love for games in others. 

Of course, if you have a work friend who is also a gamer, discuss with that friend which games to bring. Choose games that can be played in the time you can allot for the session, including time to set up and put away. It is a lightening of the soul to have a fellow gamer leading a second table of games.

4) On the day of the meetup, plan to be the first to arrive

Set up your game immediately because setup can take a while. I recommend a five- to ten-minute lead time before the official start of the meetup. As a professional courtesy, you should check with your immediate supervisor to ensure that he or she approves of your exceeding the allotted lunch time period.

5) Do not start the game explanation until all expected attendees arrive

It can be frustrating if you have to restart your game explanation three or more times, so stall early arrivals by engaging them in some light conversation. To stall, engage everyone in chit-chat, or ask focused questions about their gaming experience, such as, "So, what kinds of board games have you played before?"

This may seem like I am overstating the obvious, but many people often feel the pressure to start teaching a game as soon as possible, only to have to explain it again and again. My advice is to declare the time when you are starting the explanation. For example, if the meetup was scheduled for a noon start, declare to others by email or through conversation that the rules explanation will start at 12:05 pm. If you did manage to send a rules PDF ahead of time, you may have mitigated the inconvenience of repeated explanations, but do not count on that; most of the time, people are too busy to read game rules.

6) When all have arrived, keep your board game explanation as brief as possible

Try your best to spend three to five minutes explaining any game. I advise practicing your rules explanation once or twice to yourself; it may seem overenthusiastic, but practice saves you from sharing the wrong information or missing key rules. Also, play a game by yourself once or twice to understand the rules better.

If the explanation becomes bogged down, just tell the players that you will start the game and everyone will play a practice round or two. In addition, if, despite your practice, you take more than five minutes to explain a game, you may be teaching the wrong game. Remember that you only have a certain amount of time; choose games that not only can be played during a lunch break, but can be explained during a lunch break WITH enough time to play.

7) As you are playing, be mindful of everyone's schedules

Some people have "hard stops," so have a wrap-up approach in mind if your game goes long or if you choose an overly-long game. For example, you may score a game one or two rounds early. If the game is involved, you could take a picture of the board and then reassemble it during a subsequent session.

8) After the event is done, send a follow-up email to get feedback from the players 

Involving them in improving future meetups ensures that there WILL be future meetups. Be careful of people who do not approach this seriously and joke about it; just ignore their half-baked advice. Likewise, do not take to heart overly critical feedback; though there may be truth in their feedback, try to weed out the somewhat inflammatory remarks.

9) Be sensitive and inclusive towards interested gamers; be tactfully respectful towards uninterested non-gamers

One thing I should mention is the danger of work-based gaming groups: you cannot actively exclude ANYONE without severely affecting workplace relations. Be prepared not only to invite many people, but also to invite people with whom you do not necessarily get along. This may be a personal sacrifice on your part because you have to relate well with your co-workers to ensure optimal teamwork. Conversely, if one or more people do not want to play games, make every effort to remove them from your correspondences so that their inboxes are not clogged with invitations. These non-gamers may be extremely nice people who are too busy or are just not interested in board games. Respect them by assuring them that you would like for them to join, but you fully understand that they cannot or do not want to join.

A lot of these steps are simply practical advice, but I find that it does help to read advice in text. The key thing is to keep the event light and fun, which may mean that the games you choose may not be your personal favorites. I keep several games in mind for lunchtime sessions -- games that are fast, pretty, and/or easy to teach. As your group is solidified, you can start introducing more difficult games. You may have to devise a way to preserve each player's hands and items (maybe in paper envelopes) and take pictures of the board, but multi-lunch sessions are doable. You may also convert non-gamers if you are patient and respectful. If anything, a work gaming group is NOT primarily about the games; it is about building work relationships, even friendships. If you have that mindset, your gaming sessions may turn out to be rewarding and more enjoyable than if you focused on the games first and foremost.