Apologies for creating another thread immediately after my last one. The last one is long enough as it is and I felt this topic was different enough to warrant its own thread.
I'm in the position now where I have a core group of 3 players, including myself, that have 2 games of TI3 under their belt and really enjoy it. We're quite busy in real life but we're looking at having a game of TI3 once a month, or every 6 weeks or so. I'm also in the fortunate position to be able to get another potential 4 players into the game, possibly more in the longer term, meaning larger player games shouldn't be too hard to organise.
My question is, what's the best way to introduce these people to the game? I'm not planning on using Vanilla TI3 because there will be more experienced players there to help them through the basic mechanics and it'll be good to introduce them to the more fun aspects such as the brokering of deals between players which I've seen happens more in the expansion and the rules are generally just better. However, I would like some advice as to what I should and shouldn't do. My current plans are:
1) Keep the game size down. If I keep the game down to about 4 players with 2 experienced and 2 new it should help keep the game time down whilst providing enough interesting player interaction. Out of interest, how well would a 5 player game work with 3 experienced players and 2 new players? I dare not run a 7 player game in which 4 players are completely new, I fear it would put them off as it may seem just a little too overwhelming!
2) Preset maps- a must I reckon- it'll ensure a nice balance so no one is disadvantaged from the start and as I know myself from experience, new players cannot know the importance of different planets. I'm only about to use a random galaxy set up for the first time in my next game.
3)Age of Empire to provide focus and to make it clear to the new players from the start, what they have to do to win the game. This will be accompanied by a quick briefing informing the players the game isn't about warfare, warfare is merely a tool to help you achieve your goals, which is claiming Victory points. If you go to war for no point, it can really hurt you as much as your opponent.
4)Variant objectives and strategy cards. The variant objectives are simply more interesting and encourage player interaction a bit more and the new strategy cards are also much better. We'll have the experienced players help push the new guys along if they're flagging a bit. Undecided between bureaucracy with the red tape variant or Imperial II at the moment.
5)Player hand outs. These have been standard in my games, having your own tech tree to refer to really helps as you don't have to keep passing the rulebook around. I'll also print out a reference sheet for the strategy cards as well.
6)Territorial Distant suns if the game includes no more than 4 players. In our game we felt this added a lot of fun and flavour to the early part of the game. Sure it adds time, especially with new people but on the day we'll try and make sure this isn't a problem by setting the entire day aside for TI3, explaining that it'll take a long time but with experience, you can shorten the game to an hour per player.
7)Artifacts to help keep play time down a bit.
That's pretty much it, it's quite a bit but should be a good compromise of keeping the game interesting and accessible (the experienced players will help out the new players, we wont be looking to crush them at all- we'll see this as a tutorial game). We'd normally use more variants but I'd like to keep it simple for brand new players- in fact they only true 'variants' so to speak that I'd consider optional that we've included are territorial Distant Suns and Artifacts. I'm umming and arring about including Racial Tech but to be honest, I found the basic technology list intimidating enough as it is. On the other hand, it is simply one extra technology but to be honest I'd probably leave it out, What do you guys think?
Cheers,
El