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Klingon of Gor Lieutenant SG
Joined: 01 Jun 2011 Posts: 150
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Posted: Fri Mar 13, 2015 7:04 pm Post subject: Teaching New Players |
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Recently, I spent a pleasant afternoon introducing some new players to Fedcom. In this case there were two players who were new to the game. I keep running into pairs of new players, and once again I fell back on the Doomsday Machine, which is an introductory scenario that seems to work awfully well for teaching pairs of new players. I can take the Planet Killer, and it's winnable for the newbies, although if they approach rashly, they may find their shop looking a bit like the USS Constellation. A good time was had by all, and they left vowing to get copies for themselves.
What are some people's favorite introductory scenarios for teaching new players the game? _________________ "Reality is that which, when you stop believing in it, doesn't go away" - Philip K Dick |
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Mike Fleet Captain
Joined: 07 May 2007 Posts: 1675 Location: South Carolina
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Posted: Sat Mar 14, 2015 1:59 am Post subject: |
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You might try doing a Search here for keywords such as Training and/or Scenarios. There have been a few discussion threads devoted to that topic. _________________ Mike
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Sandpaper gets the job done, but makes for a lot of friction. |
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Sean Xor Ensign
Joined: 26 Feb 2013 Posts: 18
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Posted: Mon Mar 23, 2015 5:10 pm Post subject: |
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I have had luck with the scenario from Klingon Border that involves rescuing colonists from a planet. I always take the rescuing ship, and give the new player the other ship.
Unless the new player is dead set on playing the Federation I give them the Klingons so they do not have to worry about pre-loading or dealing with defending against drones.
The advantage to this scenario is that their goal is simple (destroy me), I have a different goal that shows some of the rules (such as transporters and shuttles). This scenario is a bit more exciting than a straight duel, and it plays quicker as well. |
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