Author Topic: Let's talk matchmaking and player recruiting strategies.  (Read 372 times)

Cannonshop

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Yeah, I'm going there.  What's your best ideas on how to recruit new players, meet players, arrange for matches, arrange game nights, gather other players together, find opponents...in the physical, really real world?

It's something that's kind of nagged at me since I backed away from the scene ten years ago (mostly due to lack of open venues nearby), but it's something that really touches a lot of threads here in 'general', including the thread talking about what a revamp of tW would or should look like.

Rules changes mean nothing if you can't get a game together.  Custom designs only impress on the internet for so long before they all blend together as repetition of the same thing-that is, idly theorizing with no table-top-time to really prove your position.

so, let's talk about what it would take to drive up the population of new players and the frequency of live games!!

I'll take my time responding on this one, because this isn't about me talking, it's about me (and hopefully lots of lurkers) trying to listen.
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ActionButler

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Re: Let's talk matchmaking and player recruiting strategies.
« Reply #1 on: 26 March 2024, 10:26:06 »
The Demo Team is, of course, the best vehicle the game has right now. A group of people who have been passionate about the game well before, during, and after the current renaissance is worth its weight in gold. Whether they are hosting basic demonstrations with another friend already familiar with the game, showing off the rules to potential new players, or managing a small Grand Melee/Grinder/Whatever, you can't put a price tag on that kind of advertisement.

What (I suspect) a lot of people are not going to want to hear, is that the next best strategy is competitive play. As awesome as its members are, there is a limit to the reach of the CGL Demo Team. That's not an accusation, a criticism, or a weakness, it's just a fact of math, time, and geography. A local tournament hosted by your FLGS, your school's gaming club, or an upstart gaming convention is a terrific way to attract attention to the game. That's not going to happen without a basic set of competitive play/tournament force organization rules, though, because "just take whatever you want" is, has always been, and will always be terrible advice when "whatever you want" refers to 100+ possible options that all do very different things at varying levels of success. Some people will appreciate that sandbox approach for what it is, but others are going to want rules, suggestions, and limits before spending money on stuff.

A basic set of tournament guides, rules, and restrictions allows for people/clubs/cons/shops with no current affiliation or access to the Demo Team to host fair, balanced, and accessible games that can be enjoyed by new players and veterans alike. Does that pose a potential threat to the ages old beer-and-pretzels, everyone has access to everything because salvage approach to the game? Maybe. It definitely might. But something is going to have to give somewhere. Either we take this opportunity to help the franchise grow by creating new mechanisms and opportunities for new people to enjoy the game without direct interaction with CGL or we just keep doing what we've always done and eventually watch this new wave of excitement run out of gas.
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Geg

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Re: Let's talk matchmaking and player recruiting strategies.
« Reply #2 on: 26 March 2024, 10:27:52 »
Ooo.   I have done this twice.   Once pre-Covid, and once post-Covid.

The core everything is scheduling and logistics:
  • Play games in a store. Look like you are having fun.
  • Have a scheduled, standing event for people to plan around.
  • Have a place on the internet for players to join.  (Discord, Facebook, Meetup)
  • Be responsive to communications from player and open to what players want to do.
  • Have a plan to scale beyond one table.

Having done monthly and weekly setups.  It's MUCH easier to grow a group with weekly game and a dedicated "Battletech Night." Then, if you can get to a weekly tempo, what has worked well for me is having a rolling series of events:
  • Head-to-Head Round Robin League, aka Play everyone in the group
  • Scenarios (Maybe a Campaign)
  • Pickup Game Night
  • Alpha Strike Night
The scenarios outside of the campaign is where you can go an Urbie Derby, Grinder, or a Grandmelee just to get everyone around a big table having fun.

I created the Brooklyn Format (BK10K) to specifically facilitate the operation of this type of schedule.  It's tuned for our specific needs.  What is in it, is less important than the consistency it bring to the events making it easy for people to just show up and play.
« Last Edit: 26 March 2024, 10:56:23 by Geg »

Geg

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Re: Let's talk matchmaking and player recruiting strategies.
« Reply #3 on: 26 March 2024, 10:38:51 »
What (I suspect) a lot of people are not going to want to hear, is that the next best strategy is competitive play.
(snip)
A local tournament hosted by your FLGS, your school's gaming club, or an upstart gaming convention is a terrific way to attract attention to the game.

I have been framing this up as head-to-head play. Framing it as Competitive Play or Tournament Play brings a ton of baggage. While framing it as Head-to-head play implies that doesn't need to be overly competitive and it doesn't need to everything to be geared towards tournaments.

Without head-to-head play you wind up playing something like DnD with Mechs. And as much fun as these narrative games can be, they don't scale.  To effectively scale, and eventually branch out to more stores, you do need a head to head culture that players can port anywhere.  Ultimately, you need to find that balance. The campaign play resonates hard with a lot of players, and can make the game sticky in terms of bring people back to the table, but unless GMing is your literal job, its not going to drive growth of the community.

Necromunda and KillTeam have head-to-head narrative league-like things, that it would be great of CGL adopted for Battletech, along side a more traditional competitive play.
« Last Edit: 26 March 2024, 10:55:37 by Geg »

LAMFAN

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Re: Let's talk matchmaking and player recruiting strategies.
« Reply #4 on: 26 March 2024, 10:51:16 »
Pickup games with local people, hands down. Facebook groups and discord groups are helpful for finding them.

Demo Team is okay, but limited in that it doesn't happen as often. The honest to God BEST way of introducing people is to advertise your weekly "Battletech Game" day, make sure people who aren't new are flexible with adapting the game that day to include a new player.

Make sure to introduce them by giving them one or two mechs to pilot and try it out on your team, give them tips during gameplay, and show your passion for the setting (be as brief as possible with it but make what you say impactful). Also make sure they get introduced to how the record sheets work slowly throughout the match, that way you EASE them into it (if they still find it too complicated then that's ok, there's plenty of others who wholed the prerequisite autism to enjoy our Mathtech).
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ActionButler

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Re: Let's talk matchmaking and player recruiting strategies.
« Reply #5 on: 26 March 2024, 10:57:02 »
I have been framing this up as head-to-head play. Framing it as Competitive Play or Tournament Play brings a ton of baggage. While framing it as Head-to-head play implies that doesn't need to be overly competitive and it doesn't need to everything to be geared towards tournaments.

I absolutely love that strategy. All the benefits of an actual plan for playing the game with less "but we've never done it that way before" pushback.
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Pistol Pete

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Re: Let's talk matchmaking and player recruiting strategies.
« Reply #6 on: 27 May 2024, 21:43:14 »
If you play other miniatures games, it can be easy to recruit other miniatures players from those game systems (a lot of 40k players are already looking to jump ship).

It can be helpful to put together some stuff for new players, like:

a) A set of paper or cardboard standee mechs to get started.

b) PDF reference books on a thumb drive (AGoAC rulebook, record sheets from AGoAC and the Beginner Box, etc).

c) A few printed out record sheets for the players to use for the paper mechs you gove them

d) A few dice to get started (you DO have extras don't you?)

You can put this together on the cheap and use it to get new players on their feet ASAP.

Gaslands is another cheap minatures game system (which uses Hotwheels and Matchbox cars for miniatures). Gaslands will appeal to the same players who are looking for a cheaper game system and you can use this as an opportunity to introduce new players to Battletech at the same time.

DevianID

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Re: Let's talk matchmaking and player recruiting strategies.
« Reply #7 on: 27 May 2024, 23:29:43 »
So what I did was just go to local stores and find places that were on board with Battletech.  Then I created a weekly game night, which is campaign driven with me as the GM and everyone in 1 mech at a time.  This meant that I can answer all questions for all players and run numbers and rules for people, and the campaign operations and total warfare XP progression keeps some people coming back.

This, like Geg mentions, scales to about 6 players before tablespace and GM access for each players turn time starts hitting the limit.  So once people have the basic rules down in coop campaign play, the next step in scale is 'head to head' play as Geg put it... where people start playing lance on lance sized games versus each other.

This is 'competitive' battletech, though I understand Geg's careful usage of 'head to head', but regardless of what you call it, a 1v1 game with some sort of set guideline so that a group of 8+ people can be paired randomly any day of the week they can show up with no further preamble like 'what bv?  what special rules?  what era?'.  I explain to my wife, for example, that the games im playing in MRC for their monthly '1 game a week' tournaments is my 'league game', because thats honestly what it is...  we play 1 game each week as part of a larger series, with clear outlines, and an overall winner that receives fake internet points, and next month play something different to shake it up. 

Each month a mission series, BV, and era is set, and people pair off to play games 1 a week minimum, with the leaderboard resetting each month.  So people are free to pair up and play when they have time, but the end goal is to play more games of battletech/grow the community.  Getting weekly participation for a weeknight/after work kind of battletech game means you need it to be snappy, short mission based affairs, at least for me.  Something I can knock out in 3 hours or less, cause I got work still after all.  That kind of 2-3 hour game, for us anyway, means a mission objective so we have a clear victory condition whenever the game ends, small maps (1 neoprene works great), and not too many units on the table.

'Tournaments', or other hosted events, are another great community building tool.  This IMHO is just one of convenience/logistics.  If you have an event set and scheduled, then people who arnt free most days of the week can still get 3 games of battletech once a month on a specific weekend, cause there is a scheduled event to gather the community around.  Some places have Sunday or Saturday be the battletech event day each month, it just depends on the store availability.  But a set event at a store on the calendar, with facebook or whatever posting, will get random people to stop by/make the hour drive to check things out when they wouldnt be able to make the drive for a single random pickup game.  An event, with the mission/era/BV already set, allows people to just show up an play on the event day, without needing to know their opponent in advance.

IMHO this is all to avoid needing to communicate with a specific person to schedule things just to get a game in at a new place.  Any given new person isnt gonna have the btech groups contact info already, so they have 0 way to communicate or set up a game at a random store they havent been to before.  And they arnt gonna be likely to just walk into a store 4 towns over on a whim just to maybe see if that store has battletech players.  So the store having an established battletech weeknight game or monthly event, that doesnt require someone to already know the players to show up, really helps.

thedancingjoker

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I think having a default "format" re: allowed technologies, models and BV would go a long way.  This may be biased by my personal expereicnes where the guy trying to set up a local Battletech night clearly loved the game but insited on 3025 era randomly selected units, no pre-built lances, he insisted that all lances be rolled on random tables once folks got to the store.  As you can imagine this didn't take off.

In a less extreme scenario: as things stand now if I put up posters announching a "Battletech event" I need to put in clarifying statements about era, availability, and BV since none of those things are standard, and all of them need to be hammered out in advance.

If there was a standard format then you could get pick-up games togeather much more easilly.  Include statements about players being able to agree on other totals for friendly games, I'm not trying to tell anyone that their set of rules is wrong, just that a more universal set would aid in getting games to actually happen.

Maybe a BT equivalent of the 40K srusade style narative rules migth be fun too.  I know we have a couple of campaign options but those rules have a good feel about individual units gaining honors and flaws that I think would fit well into Battletech.