A couple days ago,
Timothy Brannan commented on my "
Bubble" post. Part of what he wrote included the following:
Moldvay, Holmes and Mentzer Basics were all a product of their times. That is getting people (often read as "kids") to learn how to play. As someone who has been developing college curriculums for 20+ years I can tell you kids and young adults don't go to books to learn how to do something, they want a video or podcast (but mostly a video) and that's where they go first. If I were writing a course on how to learn D&D I'd first look at my video budget. BTW this is not a value judgement on learning, it is a different modality. I used to work with severe Learning Disability students back in the 80s that used similar modalities because they could not process information via text and they did fine this way. I know people that swear by audiobooks too and others that hate them. (I have spent much of my academic and professional career on these exact issues.)
...which I find interesting and worthy of exploration.
My son is young (he turns eight this week), but he already exhibits a lot of his father's love of gaming (duh, of course). He enjoys card games (
rummy 500 is his current favorite, but he plays cribbage, poker, and a few others, including
Uno,
Pokemon, and
Magic: the Gathering). He loves
Blood Bowl (we had a BB "World Cup" tournament over the summer that was pretty epic). He just acquired
Axis & Allies & Zombies for Christmas (it was the top of his Santa list). And he's been playing my old games of
Dark Tower and
Dungeon! since he was three and four, respectively.
[
he is also interested in designing his own games, as I've blogged on a couple-three occasions]
As I write this, in the early morning hours while the rest of my family sleeps, I can see from my vantage point two board games (AA&Z and
Camel Up!), completely set-up, on two different tables, where he was tinkering with both (a third table holds a recently used
Yahtzee and a cribbage board, though my four-year old daughter was the one messing with the latter), and I know there's a new
Star Wars Monopoly floating around somewhere (acquired from
los Reyes Magos).
As far as I know, he's never read a single instruction book or manual.
In fact, while he opened the new
Axis & Allies (and Zombies) himself, and set it up in its entirety, he has all but
refused to read the manual, other than the parts on set-up and disposition of forces. He wants
me to read the instructions and teach him how to play. And lest you think he will eventually get restless waiting on me and buckle down and read the instructions himself, I would draw your attention to the fact that he's owned
Arena of the Planeswalkers since last Christmas, and has never gotten around to playing it, because no one in the house has read the instructions.
[
he has used AotPW and its neat minis for other purposes, however...he's just never played the game as intended]
Now this is a child who
enjoys reading...he's read the first three or four Harry Potter books, half a dozen of those Wimpy Kid books, and more than double that number of Nancy Drew mysteries (the original ones, written in the 1930s)...he's currently on the
Ski Jump Mystery. And that's when he's not reading non-fiction history books, which he really loves...especially anything about World War II or ancient Egypt. He's read a lot of the
Magic Treehouse books, but he
prefers the dry, "Fact Finder" series that provide the historical foundation for the time travel adventures. The kid even read (an abridged)
Moby Dick over a four hour road trip...that was last April; I haven't even read Melville!
But, of course, there's a difference between reading a
book and a
manual. A book's sole purpose is to
entertain and/or
inform. A manual's job is (or should be) to
instruct, for the purpose of understanding how to do something...like operate a blender or maintain your car or play a board game. Some people really dig on manuals (my wife is one, and she's
not a huge reader). Most of us, though, prefer only to use them minimally...as a reference when actually needed. After all, manuals are merely a
means to an end, whatever that end might be (working the blender, changing the car oil, playing the game).
In asking my son how he'd like to learn a new game, his clear preference was to have me read the manual and then teach him. His second preference? Have mom read the manual and teach him. Asked if he'd rather watch a video instead of reading the instructions himself, he said "sure"...if his parents weren't available and a video was (my child isn't given ready access to the internet). Reading instruction manuals is just "really boring."
And when I really think about it, it's hard for me to find a lot of disagreement in my heart. Reading manuals are one of my least favorite methods of learning anything, even ones that include photos or illustrated examples. Even videos are a poor substitute for teaching...you can't ask questions of a video, nor ask for additional clarification when required.
I have this
story in my head about
role-playing games, about learning to play them from reading them, because I've read and learned so many over the years...all the way back to B/X
Dungeons & Dragons (which I taught myself to play). But this hasn't been the way I've learned most of the games I know. All the card games I know how to play have been learned the same way as my boy: I've been taught them by other people. Even Magic cards (which were showed to me by a roommate back in 1999). But most of the "standard" card games I know were taught to me by my grandmother in Montana (they play a lot of card games in Montana over the long winter months): everything from
rummy and
hearts to
cribbage and
pinochle. I asked my mom to buy me
Dungeon! when I was eight years old, and I'm pretty sure it was
she that first read the instructions and taught me to play...as she taught me to play
Scrabble,
Clue,
Monopoly, and (presumably)
Candy Land. I taught myself
Risk, but I'd seen it played before by my teenage uncles and their friends (again, in Montana). My father taught me chess.
Even recently (three or four months back), I purchased the deck-building game
Ivion only after I was taught the game in a demo with the husband of the game's designer. I know deck-building games are a "thing," but till
Ivion I'd never figured out how to play any of them. I even purchased a
Blood Bowl-themed deck-builder about five years ago (based on great reviews) that sits on my shelf to this day.
Of course, it's not just games I've learned from other people. Every job I've had has required on-the-job training. Sure Burger King showed me a couple 30-minute videos during my first day of orientation (as a 14 year old), but an experienced person walked me through all the ins and outs of the kitchen (and only allowed me to make the most basic of sandwiches till I'd mastered that). The 15 year career I quit to move to Paraguay required four weeks of training in Olympia before I even got a desk in the (Seattle) office, and then 11 more months of a probationary period where I was assigned a dedicated trainer who audited every single action I took for my first six months.
And around the house, I am hesitant to start ANY home improvement project unless I've done it before or consulted with someone more knowledgable than myself (like a contractor buddy or my mom's 65-year old boyfriend who's a retired Boeing engineer and ex-military). I am more likely to pay someone to do the work, not because I have money to burn (I really don't) but because I don't trust myself not to screw things up without at least
some solid instruction.
[
though I should say I have been much better in recent years in taking the initiative in home projects...but that wasn't the case for the first four decades of my life]
Learning from others...at least
learning the basics...is the way
most of us feel more comfortable learning. Probably it's a cultural thing (schools and stuff) but regardless of whether we learn best by seeing, hearing, or doing all of us want someone to teach us the various skills we want to learn. Once we've acquired knowledge of the basics, THEN we can refine our knowledge through our own exploration or experience with the subject matter (or
seek coaching for more speedy or targeted improvement). But the more complex the skill we're attempting to learn...and the more consequence to failure...the more we desire the help of a teacher.
Now, of course, I
have taken the time to read game manuals...many, in fact. However, in all the cases where I have "self-taught" myself something I believe there are caveats that can be attached as to why this occurred.
- In the case of some games (Axis & Allies, Camel Up!, Battleship Galaxies, Pokemon, Go Go Gelato, Lost Cities, etc.) there was a case of my children begging me to read an instruction manual in order to teach them, so that we could play a particular game. My kids have been my biggest impetus to learning new games over the last three-four years.
- In the case of some games (Firefly, Nautilus, Dragonriders of Pern), the theme or setting of the game was one I had particular interest in AND there was a significant (or possible) method of "solo play" included with the game. I have acquired other games with themes/settings that have special appeal for me (The Dark Crystal, The Call of Cthulhu Card Game, Bang!, Arctic Scavengers) that I've never bothered to learn as I have no one with whom to play.
- Some games, almost all RPGs, I've acquired for reasons of nostalgia, intriguing theme, or specific "design purposes" (i.e. to examine them for how they designed their various systems and incorporated them in the game). However, while I've "read" the manuals for most of these, I can't say that I've learned how to play them. In fact, if you asked me point blank to run most of these (including Everway, Dragonraid, Hero Wars, Privateers and Gentlemen, Blood Red Sands, or the newest Star Wars line from FFG), I would need a substantial amount of "refresher time" (probably a week or more) to re-read and absorb the material before we could have anything like a first session.
- Other games have been much more easily digested (and thus remembered/retained) because their basic "chassis" are so closely akin to another game I'm already familiar with...like, for example, Dungeons & Dragons.
Yes,
Dungeons & Dragons, the game on which I base the lie that "all you need to learn a game is a good instruction manual" because, of course, I was able to learn how to play D&D without the aid of anyone teaching me. This, by the way, is absolutely true: I received my copy of the game, I read it, I introduced my friends to it, taught
them (to the point that some of them would later run the game as DMs themselves, for other friends), and never looked back. Having said
that...
- The edition I first acquired was the Tom Moldvay basic set, perhaps the single greatest edition for learning the basics of "dungeons" and "dragons" ever published. Complete with multiple page-long examples of character creation, running encounters, creating adventures, and running players through the game. The included The Keep on the Borderlands adventure module also provided great notes from Gygax and examples of home bases, wilderness areas, and dungeons...and tying them all together.
- The basic premise of basic D&D isn't all that far removed from the Dungeon! board game which, as I noted above, I had already acquired and learned (through my mother) prior to picking up my first box of Moldvay. Just the concept of a multi-level dungeon (filled with monsters, traps, and treasure) gave me a leg up on understanding the game's premise.
I probably can't overstate how much Moldvay's examples of play helped me. I read and re-read these examples many times, even after playing the game the first time. The encounter example (page
B28) shows how to use the reaction table, how spells work (in and out of combat), how to conduct missile and melee combat, and how players interact with the DM and each other based on alignment (not to mention basic kibitzing during a game). The "sample dungeon expedition" (page
B59 to
B60) shows how the DM presents information to the players, how to clarify that information, how to present traps, how to describe features of the adventure site, how to award treasure, how to deal with character death (it happens), and how to manage a group of players...at least, a group all bent on the same objective of play. From these examples, I could look at my own DMing (at a young age) and at least get some idea of whether or not
my game looked at all like the one Moldvay was playing. Everything else I learned later (adding the "Advanced" texts to our game) was built off this foundation.
If I had come to the game through some other gateway (especially the original version of the game or first edition AD&D) I can understand how a teacher would have been pretty much
essential, just to prevent frustration with trying to understand the instructional text of the game. Hell, I'd be hard pressed NOW to try to parse out the D&D "instruction manual" as it is today, without my basic foundation (I've blogged before how I've literally fallen asleep every time I've attempted to read through
4th edition Champions). I can definitely see that, lacking a foundation and any teacher or mentor, I too would be left with little alternative besides combing the interwebs for some video to show exactly
how I'm supposed to play this game...
I feel I've been something less than charitable to folks who "don't like to read the instructions" (even my own boy!) or who prefer watching a video to reading a manual. Instruction manuals aren't terribly fun (usually) and even when they are written in a "fun" way, it's usually somewhat
less fun than the fun anticipated from the end for which they've been written (for example, playing the game the manual explains).
Dungeons & Dragons especially is a
hard game to learn, regardless of edition. I was simply fortunate that my introduction to the game was written for persons "Ages 10 and Up" (yes, I was reading above my age level back in 1982), and that it was written in such a particular, precise yet streamlined manner...even including a page count (64 minus illustrations, tables, and example text) that wouldn't bore the shit out of my young mind. Something to think about with regard to my own game design going forward.
Now, if you'll excuse me, I have a manual to read about World War II zombie invasions...
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| Probably everyone loses... |