(soft music) Welcome to Pick Up and Deliver, the Podcast where I pick up my audio recorder as I step off the train and deliver an episode to you while I walk home. I'm Brendan Riley. (upbeat music) Well good afternoon listeners, it's a lovely day here in suburban Chicago and I am enjoying a casual walk home as I seek to talk about board games a bit more with you today. I was looking over my board games played and thinking a little bit about how we learn games. And I'm really interested in the learning hurdles of asynchronous learning. I'm thinking about this because I'm teaching in asynchronous class this summer mystery and detective fiction, which is of course I've taught many times and I've taught several times asynchronously online and the challenge with an asynchronous online class is finding a way to make it feel dynamic and engaging and active when you are in fact not online at the same time. So coming up with a variety of different kinds of activities to engage with the genre, engage with the spirit of the thing but at the same time tackle the process of teaching when not all the students are online together. Online teaching has of course been something people have been doing for a long time so there are lots of resources to explore but I thought for the purposes of our podcast here I would talk a little bit about my experience learning games online and thinking about that in terms of learning games generally. So to start with I wanna talk about how I learn a game that I'm gonna play on the tabletop. Now let's, there's two different, okay we'll see there's three different categories of game I can learn on the tabletop. The first one is learning a game from someone else. The most obvious or common way that this would happen would be you go to a game night, you go to a game event and somebody brings a game that you want to play that you've never played before. They say "hey you wanna play this?" and you say "yes" and so they teach you how to play. This is for a lot of people the main way that they learn games are sometimes the only way that they learn games. So being able to teach a game well is crucial if you have a game you want to bring out and show people. Of course the more complex the game is, the harder it is to teach it well and the harder it is to learn it well. It doesn't take very long before I think it's totally reasonable to assert that a first play of a game is a learning play and shouldn't "count" quote unquote. One example of how this happens is the tradition my family has of box topping a board game. This is the phrase we use for, I swapped it from blue peg pink peg podcast. It's the phrase we use for recording the results of a game play on the inside of the box cover. So we'll play a game and then after the game's open we write the winner and the scores, the players and all their scores and indicate the winner on the inside of the cover of the box of the game. I think this is a really fun tradition because it results in the sort of ongoing record of what the game is and how much people have played it. It's a fun little thing to do. Also for 99% of games the inside of the box cover is not like a treasured piece of a game so somebody who is maybe acquiring a second hand later usually won't have a big, won't have a huge problem with the idea that there are scores and results written inside of the game box. So when I'm doing a teach, when I'm teaching people a game for the first time, one, if I can have a player aid available I will something that they can follow along with. Two, I give people stuff first. Generally we'll set up the game before I start doing the teach and while I'm setting up the game I will actively ask people to do things. Here, please shuffle these cards, deal these out. Here you do this, you do this. And I'll give people their pieces, whatever their player components are. I think it's nice to give people something to handle while you're doing the teach, something they can explore or fiddle with because a lot of people, it's easier to pay attention if you have a sort of distractor. So that's the setup that's getting it ready. Then the next thing that I'll do is I introduce the theme. Who are we? What are we doing? For me, theme helps you enjoy a game because you can understand a story that's being told by the play of it, but it also helps you teach a game because if the way that a game works makes thematic sense, you'll remember it better. Even if it doesn't make thematic sense but it makes narrative sense, you could remember it better. I've mentioned many times on this podcast, the classic rules exceptions that Vlaada Chvátil puts in your rule books that are narratively explained and thus they stick in your head. For example, the narrative explanation that dragons are messy so they can't eat in the cafeteria in dungeon lords, for example, or what happens to an animal that ages out in the market in dungeon pets. These are narratively explained and they provide rules that you then remember through that explanation. I'm reminded of, I've read about a game called Wilmot's Warehouse which is a shared, it's a cooperative memory game in which you're trying to put items into a warehouse and then remember where those items are when you are going to get things. And the way that you play or the part that makes the game interesting is that when you're putting things in the warehouse, you're supposed to use kind of a narrative explanation to decide where you're putting them and when. And it seems like for a lot of people that narrative explanation ends up functioning really well to hold the game together. So I'm interested in this idea of narrative as a teaching tool and that's why I introduced the setting or the theme first. Following that up and in the in person thing, I then I use how to win as the next step. What are you trying to do in order to accomplish the goal of winning the game? I think if you don't sort of set people up with that, then often the teaching moment feels a little awkward because you haven't really explained how to win. Now with a lot of games, how to win really ends up just being earned the most points, which isn't that helpful because earned the most points isn't a very functional or useful way to engage with the question of how to win. Win earned the most points, well how do you earn the most points? Okay, well now we've reached some complexity. Nonetheless, you could say earn the most points by building houses, controlling land, and gathering resources. There you can kind of provide the paths by which people earn the most points. Another example of that would be like with revive, you might say earn the most points by building out your technology tree, accomplishing things related to your scoring goals and collecting the artifacts to multiply those scoring goals. That would be a way to explain how to win for revive. So after you've introduced this theme or setting and explain how to win, then you go into what you actually do in the game, how it works, and that varies game to game, what makes the most sense. And then generally you hit what our group calls the Aldrich line, named after our friend Brennan Aldrich, who when he teaches you a complex game, he usually gets to a point where it's, "well, I could keep explaining things "or we could just start playing and you can learn as we go." And generally the idea is there, the more complex the game is, the more stuff you're verbally and overtly going to leave out of the teaching moment. And instead, people will learn on the fly, you acknowledge, this is a learning game, I haven't told you everything, I'll tell you other things as they come up. But if I teach you everything, you're gonna lose stuff before we get to do it. So I think this is a really useful way to think about teaching in an online space. But the other experience I have as I think about this is the experience of learning an online game asynchronously. So the challenge of an asynchronous online game is that if you don't know the rules already, it's very hard to pick up the rules when you go to make your take your turns because the rules set is often very slippery until you've got it set in with narrative. That like when I learn a complex game, I will learn it and then play it and the playing of it cement the rules in my head to a degree. Now, if I wait a year to play it again, I probably lose a lot of that, but generally that's how it works. But when I play online, if it's a new game I've never played before, sometimes we just start playing and I don't really have time to absorb the rules. Other times I have to read the rules on my own, maybe I'll take the time to watch a video about how to play or whatever. But the challenge is I do all of that and then we start the game. And if I'm playing asynchronously, I make one move and then I don't make another, I mean, maybe I make two moves a day or one move and then I don't go again for 24 hours or whatever. And without having had the experience of the narrative setting in and the shared experience of the rules that first time, it's very hard to get those rules to settle in to my brain in future. Probably what I need to do for complex games that I wanna play online is watch a playthrough. I probably need to vicariously put myself in the situation of the players and watch them play a whole game of it because then I'll be able to understand what they were doing and why. And then when it's my turn, I can hold some of those ideas more strongly because I've seen them play out. That might have to be it. I know some people who just don't learn, they don't play online games until they play them in real life and I can understand that as well. So how does that connect to my asynchronous online teaching? Well, the first challenge is thinking about how to make the individual moments in the online teaching have that little bit of teaching reminder so that we're staying fresh. The idea that when we read an assignment we would then remember the previous assignments that we were offered is a little sketchy, right? We're not in person to share these explorations of the rules so maybe think about how to find that nuance a little more carefully. I think there's also the question of what kinds of engagement are interesting. Games where I have an amore elaborate turn, I think are easier to learn the rules from in the online space. For example, both revive and through the ages, have fairly elaborate online turns that you get to take without other people doing anything in between. The Vladimír Suchý games I think are pretty good for online play for the same reason that when you play underwater cities or when you play a Praga Caput Regni in those games, when you take your turn, you're sometimes at the relatively simple turn. But other times you're doing several things on your turn before you pass play. The more stuff you do, the longer moments of engagement you have to connect. I think by contrast something like innovation might be harder to learn because on some turns, very little happens. And so you have to kind of hold in your head a bunch of different things as you play. I have been playing Gaia Project and Age of Innovation a bit and those games are, I have done okay learning them. The thing is the way that I learned them is that I have played a lot of Terra Mystica online. And then having played a lot of Terra Mystica, I understand the basic process, but it's still, I played a lot of Gaia Project that I never got very good at it because I think, because I never really found the through line, the narrative through line that makes all the different pieces of what you're doing in that game come together for me. And I feel like the same thing will probably happen with Age of Innovation. One trick would probably be to play it online synchronously sometime when I have some time, find a synchronous game of it and have that going while I'm doing other things. And then once my turn I can take a turn, but I'm engaged with it for an hour or so as I play with other people. That seems like one key approach that I could take. So that does suggest for the mystery class, the online asynchronous mystery class, building activities where I'm asking people to engage in a sustained effort for a while. I want you to do this thing, it's gonna take an hour, here's what you're doing. Rather than something that they'll do piecemeal or in small parts over time, because that sustained engagement is probably where we get learning moments, hopefully learning moments without too much distraction from other things. This is often what makes in-class experiences work really well. It has sustained in-person, focused kinds of engagements. Well, I started out with this trying to talk about asynchronous online learning and I don't feel like I did that very much, but hopefully this was a thoughtful conversation about teaching and learning games. I would love to hear your thinking about how to best teach and learn games. Share your thoughts on that over on BoardGameGeek in Guild 3269. I would love to hear from you about that if you want to share your thoughts directly. You can email me, brendan@rattleboxgames.com or send me an BoardGameGeek message to Wombat929, which is my username over there. Thanks for joining me on my walk today. I hope your next walk is as pleasant as mine was. Bye-bye. (upbeat music) Brought to you by Rattlebox Games [MUSIC]