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How to introduce new players?
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Knightrunner
Clan Snow Raven
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PostPosted: 18-Jan-2006 12:16    Post subject: How to introduce new players? Reply to topic Reply with quote

This weekend I've been asked to teach to new players the game. I've never taught BT before, and want them to enjoy it without boring everyone else.

I assume that using 3025 technology and no optional rules would make learning easier.

How much BT history do they need to know to enjoy a starter game? Any? Should they start off with light mechs? Mediums? Are they any mapsheets that are particularly well suited to beginners?

If it helps, both are female and in their late 20's. They have played D&D, chess, Risk, and so on, so they'll know the basic concepts. Two or three more experienced players will also be there; how might we play together without the more experienced players dominating the session?

I'd appreciate any advice you guys might have. Thanks!
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Wanallo
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PostPosted: 18-Jan-2006 13:41    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

Well, im not really sure, but definatley give them a single mapsheet with little intervening terrain (maybe one with a few hills or trees) and perhaps a single medium mech (Enforcer is a good one) With the Enforcer you get everything, heat management, ammo, jump jets, and an average speed, as an opponent, perhaps a shadowhawk has the same kind of play.

Really the only easy way to teach them to play is to play through this little scenario, teaching as you go. So first thing would be explaining intiative and the mapsheet and hexes. Then move on to how the movement works,running and jumping, and so on.

The games phase system is excellent for teaching. As they are in thier twenties they should pick it up quickly.

An important thing to explain is, each turn is ten seconds in real time. It's an often overlooked fact but really helps them get to grips with the system, and why if something is destroyed it can still fire that turn, etc and the modifiers.

You get the idea. Id leave the fluff for now and just deal with things as they arise or if they ask. It works pretty well. I've taught three seperate people like this and they have all got the hang of the game quickly. At one point one of them outsmarted me! (I'll never live that down!)

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Vagabond
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PostPosted: 18-Jan-2006 17:10    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

The old third edition manual had a set of 4 scenarios in the back that were perfect for introducing new players to BT. I'll post them here for you:

First a discription of how the 3rd edition book divides rules.

Basic Rules:
Initiative
Movement
Weapons Fire
End Phase

Advanced Rules:
Torso Twist
Heat
Mechwarriors [Pilot Damage]
Piloting Skill
Critical Hits
Physical Attacks


Training Scenario #1: First Run

Game Set-up

Lay out the two standard Battletech Mapsheets side-by-side the both of the Labels facing down. It is suggested that only the Basic Rules be used for this scenario. All pilots have a Gunnery of 4.

Defender

The simulator has choosen two Battlemechs for the defender, a WSP-1A Wasp and a GRF-1N Griffin. Deploy these units anywhere within 3 hexes of the south edge.

Attacker

The simulator has choosen two Battlemechs for the attacker, a STG-3R Stinger and WVR-6R Wolverine. Deploy these units anywhere within 3 hexes of the north edge.

Victory Conditions

Victory belongs to the first side to destroy an enemy Battlemech. Each team has one more powerful and one less powerful 'Mech. Each side must decide whether to concentrate their fire on one enemy, or try to protect their weaker 'Mech.

Special Rules

If a Battlemech exits the map, that side is considered to have surrendered, and the scenario is over.


Training Scenario #2: Final Exam

Game Set-up

Lay out the two standard Battletech Mapsheets side-by-side with the Labels facing opposite directions. It is suggested that in addition to the Basic Rules, the Advanced Rules of Torso Twisting and Heat be used for this scenario. All pilots have a Gunnery of 4.

Defender

The training officer has choosen TDR-5S Thunderbolt. However, this scenario is really designed for only two players. Deploy this unit anywhere on the map.

Attacker

The training officer has choosen CRD-3R Crusader. However, this scenario is really designed for only two players. Deploy this unit anywhere on the map at least 6 hexes from the defender and at least three hexes from any edge.

Victory Conditions

Victory belongs to the first side to disable his opponet, or after ten turns, the 'Mech that took the least damage.

Special Rules

If a Battlemech exits the map, that side is considered to have surrendered, and the scenario is over.


Training Scenario #3: Trial by Fire

Game Set-up

Lay out the two standard Battletech Mapsheets end-to-end with the Labels facing the same directions. It is suggested that in addition to the Basic Rules, the Advanced Rules of Torso Twisting, Heat, Mechwarriors, and Piloting Skill be used for this scenario.

Defender

The defender is a lone Mechwarrior [4/5] in a damaged BLR-1G Battlemaster that has sustained 13 points of damage to its center torso, 10 points to its right and left torsos, 8 points to each arm, and 5 points to each leg. The Battlemaster has taken no damage to its rear. Deploy this unit anywhere within 3 hexes of the west edge of the map.

Attacker

Three 'Mechs stand between the wounded Battlemaster and its rendezvous: a LCT-1V Locust [3/5], a PXH-1 P. Hawk [4/4], and a RFL-3N Rifleman [3/4]. Deploy the Rifleman anywhere on the easternmost mapsheet within 3 hexes of the east edge. The Locust and P. Hawk be setup anywhere on the westernmost map within 6 hexes of east edge.

Victory Conditions

The game ends in victory for the defender if the Battlemaster can move off the east edge of the easternmost mapsheet. If the Battlemaster is destroyed, the game ends in victory for the attacker.

Special Rules

any Battlemechs that exits the map are out of the battle. If the Battlemaster exits any edge other then the east edge, it is considered destroyed.


Training Scenario #4: Divide and Conquer

Game Set-up

Lay out the two standard Battletech Mapsheets end-to-end with the Labels facing opposite directions. All rules should be used for this scenario.

Defender

The defending force consists of a MAD-3R Marauder [3/5] and a SHD-2H Shadow Hawk [4/4]. Deploy the Marauder anywhere on the westernmost mapsheet within 3 hexes of the west edge of the map. The Shadow Hawk can be set up anywhere on the easternmost mapsheet within three hexes of the east edge.

Attacker

The attacking force consists of a ARC-2R Archer [3/5] and a WHM-6R Warhammer [4/4]. Deploy these units anywhere within 3 hexes of the center of the map.

Victory Conditions

The side with the last functioning 'Mech remaining on the map wins.

Special Rules

any Battlemechs that exits the map are out of the battle.


Adjust forces as you see fit in order to meet your purposes.

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AlexxKnight
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PostPosted: 18-Jan-2006 19:58    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

I think those scenarios would do an excellent job teaching the basics while allowing everyone to have fun at the same time. Don't be affraid to offer them advice as to what to do to "defeat" you. You don't want a player to get too discouraged because they are loosing the game, but don't let them win too easily either.

I think the Classic Medium Mechs make the best training mechs. They give you a bit of everything.

Also make sure you have extra pencils and paper handy so that they can do the calculations themselves (I even suggest making some pre-made tables to ease the calculations and heat tracking:

Columns to include:
1) Base to hit (Gunnery Value)
2) Your Move Modifier
3) Target's Move Modifier
4) Range Modifier
5) Terrain Modifier (to include Partial Cover if used)
6) Misc Modifier (LB-X ACs, Min Range, TC, Pulse, Heat, Damage) etc...

Also be sure to get your hands on a copy of the List of Tables that was included in the back of the old BT: Compendium and ROW and such, which lists all Modifiers for Range, Movement, Terrain etc, as well as the To Hit locations, and Number of Missle tables. If possible get them a copy of this before the lesson, so they can review it before hand.

When I was first learning the game, that is what the GMs did, they gave all players who wanted to play a copy of this Sheet from the book and had them review it before they taught us how to play. Then when we showed up for the first lesson/game we were a bit more familiar with the numbers and what they meant, which really helped as they walked us through each phase.



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Sleeping Dragon
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PostPosted: 19-Jan-2006 12:35    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

What about trying the quick start rules?


[ This Message was edited by: Sleeping Dragon on 2006-01-19 12:37 ]
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AlexxKnight
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PostPosted: 19-Jan-2006 19:59    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

Those would work to. Plus Page 3 has the tables I was referrring to with all the modifiers that I was referring to.

Sometimes it pays to keep it simple.

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Emmy
Clan Wolf
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PostPosted: 20-Jan-2006 06:10    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

Most important thing you need: tons of patience to be able to handle the same questions being asked over, and over, and over...

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Wanallo
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PostPosted: 20-Jan-2006 06:34    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

Emmy's back!!!! Hello again!

Yeh, but i really love the feeling of introducing someone to something so great. In some ways its better when they ask loads of questions, it shows their interested and are picking it up quickly.

I had one guy where i basically had to give him the entire battletech story in a few minutes. That was fun! lol

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Knightrunner
Clan Snow Raven
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PostPosted: 20-Jan-2006 15:53    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

Thanks to everyone for your advice; Saturday should be a good session. I'll probably start off with the simple Griffin/Wolverine and Stinger/Wasp scenario (I remember playing that one myself back in the '90's).

I've printed out the starter rules for the players; I'll just handwrite a few sentences explaining heat. Hopefully I'll help create a couple more fans.
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Emmy
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PostPosted: 20-Jan-2006 21:00    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

Quote:

On 2006-01-20 06:34, Wanallo wrote:
Emmy's back!!!! Hello again!

Yeh, but i really love the feeling of introducing someone to something so great. In some ways its better when they ask loads of questions, it shows their interested and are picking it up quickly.

I had one guy where i basically had to give him the entire battletech story in a few minutes. That was fun! lol



I left?

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Sleeping Dragon
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PostPosted: 21-Jan-2006 05:35    Post subject: RE: How to introduce new players? Reply to topic Reply with quote

And bring them here

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