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Re: Age and Complexity

From: "Paul O'Connor" <paul@o...>
Date: Wed, 21 Jan 1998 19:06:01 -0800
Subject: Re: Age and Complexity

Adrian Bruce wrote:

> Age and Complexity...
>
> Older people want simpler systems and don't have the
time/energy/etc/etc
> ... it is easier to watch a movie or read a good book,  rather than
work
> out some playable scenario, which I've discovered isn't doable without
> experience, CATCH 22.
>
> Any other isolated, middle aged, ( I'm just joking!) would be gamers
> here interested in 'simple' SF combat with miniatures that is also
> suitable for solo play, and fun in and of itself ( other than Ogre
that
> is)?
>
> I realise that many may disagree with this, but are you 40, with kids
> yet?

Hi, Adrian,

I'm 35 with my son approaching his first birthday. I work in software
development where 80-hour work weeks are not uncommon. I think we're
pretty much in the same boat when it comes to carving out available
gaming
time. If I can play once a month, I'm pretty jazzed about it. While
Miles
is nowhere near ready to play games with his dad just yet, I'm already
re-shaping my game collection to concentrate on things he might like
someday, including miniatures games like Full Thrust.

Where we differ is in our gaming experience ... I'm a gamer from way
back,
which gives me an advantage when it comes to deciphering rules systems.
I
agree that on balance, the older I've gotten, the more attracted I am to
simpler games ... but I've also made an investment in more complex games
during my gaming career, and it isn't too difficult for me to keep up to
speed with them playing once every couple months or so (example:
Advanced
Squad Leader ... a game I would NEVER get into for the first time at my
age, but which I've played in various forms since 1979 -- with most of
the
learning curve mounted, it's pretty easy for me to stay on top of this
terribly complex game, and I still find it rewarding, even with limited
time to play).

For me, at least, the Full Thrust rules (and Ogre, for that matter) are
at
the low end of game complexity. Admittedly, I'm a gamer, and I'm
accustomed to deciphering the wargame "code." Even the simplest game
rules
operate on the assumption that the reader has some background in gaming,
which can make for a baffling experience for a newbie. It's one of the
limitations of our hobby that it's practically impossible to get started
without a mentor on hand to guide you through even an "introductory" set
of rules. Bad news, but there you have it.

That having been said ... if FT interests you at all, I encourage you to
stay with it, and make a study of the rules. Set aside a couple hours a
week and work through them until you've internalized the game, and made
it
your own. At that point, you can teach the game to your kid, and the two
of you can enjoy it together (which I think would be a great thing to do
with your child). This _will_ require more effort than watching a movie
or
reading a good book, but that's the price of entry to the hobby. It's
not
a passive activity.

Notwithstanding the above -- I agree with you, Adrian, that a book of
tested, reasonably balanced scenarios for Full Thrust (including systems
displays for all participating ships) would be a welcome volume on my
shelf. I've played FT maybe three or four times, each time using a
scenario from the rules, and had a great time, but for all that I've
enjoyed the game, we've haven't gotten back to it in months because we
just haven't had time to cook up a scenario. Of course, nothing is
stopping us from throwing a half-dozen identical ships on the table and
just having at it, but if I'm going to spend my one, precious gaming day
a
month playing Full Thrust, I'd much rather play a scenario with unequal
forces, where the mission or the victory conditions provide for balance
and unique, flavorful twist that will engage my imagination (something
that doesn't happen for me with two identical fleets smashing into each
other in deep space).

Even if you had such a book in hand, you'd still have to work at hacking
the rules. It can be daunting, but you've got a great resource for rules
questions and support via this list, and FT is a wonderful game (clearly
worth the effort). I encourage you to set aside all the other rules sets
you mention, paint up a dozen or so starships, work at mastering the
basic
rules of Full Thrust, and joining us in the wonderful gaming hobby. Few
pursuits will reward your investment of time so well. I know from
experience that passive experiences like watching movies and such don't
stick with me nearly so long or so well as a solid afternoon of
wargaming
with friends.

Good luck. Don't give up.

--P

Paul O'Connor
paul@oddworld.com

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