What is the best way to teach newbies BloodBowl?

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iknowmatt
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Post by iknowmatt »

Yes... no harm in a little rant - it was done in an entertaining way without pointing fingers or flaming anybody, and makes a minor point within the confines of the conversation, so all in all, not too bad as 'rants' go. But the ranty bit was also the jokey bit too, my first and key point holds water in that the 3rd Ed rules DO cover the basics of the game in a very clear format, and are a good basis to build a 'teaching bloodbowl to beginners' dosier on. Any questions that will arise from gameplay can be sorted out by the experienced coach himself.

But when was learning a game, something designed for children to enjoy (as well as adults), ever such a problematical excersize or strewn with such difficulty before?

Originally, the average child could buy the game and learn it by him/her self, and play a game in the same afternoon. Now you need a Language Degree and the mentality of a Legal Analyst conducting scientific research.

We have adults used to long, wordy rulebooks, tax forms, and technical manuals struggling to grasp the basics... of a game!

(Sorry for the slight thread hijack - but thought i should respond - just to clarify my point).
Rulebook: Bouncing Ball (part)...
If the ball is dropped or not caught, or the ball bounces to a square with a Prone or Stunned player, or a player is pushed to, or lands in, the ball’s square, or the square where a thrown ball lands is unoccupied, (or is occupied by a Prone or Stunned player), then it will bounce.
Yes, my children (and adults who have never played the game before) will just love reading that... and it's a mere snippet of the 60+ pages worth. :roll:
:D

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Roadkill
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Post by Roadkill »

In defense of the rules,

I read the rules for alot of wargames and the LRB5 rules are very clear & easy to read for myself.

the clarity is great,
& the lrb5 team balance is the best I've ever seen (the initial rosters, especially the bashy teams!).

if trying to break into the more casual/less hardcore quick-start rules would do the job (although that said I can't think of many rules that would be able to be left out).

& segregating rules is not really a good idea, take magic the gathering for example, the comprehensive rules are a pain to look through.

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Slothman
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Post by Slothman »

I too have been teaching many new players (and retreaching myself).

I found the description by Quadrosonic to be spot on and about how I do it myself.

Explaining the basics with models is ESSENTIAL....it gives them something to see and learn (I think the basics of teaching are explain, show than do).

Oh and the VITAL VITAL thing...be leniant. If they make a move, declare their action explain what has happened and what it means (well actually if you do that you get to throw 2 dice and I choose...because) and let them go back and try again.

I usually go through all the major rules (moving, blocking, blitzing, passing, inital setup, hand offs and the difference between Stunned, knocked down etc) using miniatures to illustrate. I then do a basic Kick Off (no table) but explain what can happen breifly and say go fo it.

The first half I explain everything I do, the number of dice, use of rerolls and give them oppurtunity to change their mind. The first half takes a LONG time but is worth it.

The next half I play as normal and limit my teaching just explain why things have happened, let them make their own mistakes. By doing it this way I have a group of people who are now clear on the rules and are learing tactics...its been fun...and a problem because I see one or two that can beat me very soon I reckon...Damn ....LOL

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