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Subject: Growing the DnD community

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bshugg
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04/16/2008 9:17 PM  

DDM is getting close to the 5 year old mark which is pretty long for a collectable game.  For it to continue to make it for another five the mini community needs to make sure that more new players are joining than the numbers that are quitting.   For this to happen the community needs to actively recruit! I haven’t seen a recruitment tip thread in a while so I wanted to make one.   Feel free to add your own tips and advice and I will consolidate them into a single list.  I’m going to break them down into a few categories:  Things that take $ and time,  things that take time but little $, and things that take little time but does take $, and finally things that take little time or money.   This way you can find things that work for you personally as we are all under different time and financial constraints.


You may think, why should I spend my hard earned money on recruiting new players?  Well, you should do it simply because you can actually PROFIT on the deal!  Before listing the tips, let me share why I think you can actually profit by spending money to recruit new players.  What this gives back to you:


1. More fun -  Pretty basic but that’s why we are all doing this.  Mini’s can be cheap entertainment if you stack it up against PC games, movies, concerts, etc.


2. Bigger pool of players to trade with -   If you normally buy 3 cases of each set,   you might be able to get by with only buying 2.5 as your local pool is bigger and people value things differently.


3. Local players to buy/sell figures to -  Rather than having to hit EBAY or an online dealer you can buy/sell locally. As long as you have a big group everything is available.  You save on shipping costs.  If you’re a bit of a wheeler/dealer you can turn a decent profit  as everyone values figures differently.

4. Bigger prize pool at tournaments -   Add 20 players each paying 10$ for a tournament and you get another case at least of prize support.

5. With an active local group  you will get more practice which gives you a better shot in the big tournaments.  They give away 5,000$ just in cash at each of the championships!

6. Finally it’s inevitable that players will drop out for what ever reason.  When they do most let their collections go for a fraction of its value as they don’t want to put the time in selling it piece by piece.  I recently bought a collection with 44 rares from Harbinger –Archfiends + hundreds of commons/uncommons  for  under 100$!

7. Stores & WotC will notice your efforts -  I organized a bunch of events in the Midwest a few years back.   One day I received a call from some one in organized play.  They wanted to send me cases of promos to give out at local events.  CASES!!   One local store will give me crazy good deals when I bring them more business.

 

 

A. Things that cost  Time and $


1. Organize league play -  League play at conventions is one of the more popular events.  They can be duplicated at a local level.   Have everyone pay in some $ to fill the league table (maybe new players get in for free), then each player cracks 2 boosters.  Leagues can go from week to week with monthly winners and/or prizes.


2. Run demo’s where players get to keep warbands afterwards.   We’ve almost all got huge piles of commons/uncommons just taking up space.   Put them together into 100 point bands and show up at a game shop or similar and offer demos.  Get other locals to donate figs to make bands as well.


3. Organize a free tournament or a “bring a friend” who gets to  play for free. Offer prizes from your collection or some spare boosters.


4. Affix a sticker or label to neat looking commons/uncommons  that advertises the game and when/where you play.   Drop off a box at locations to be given out for free.  Think beyond game stores, for high school clubs, libraries, book stores, etc.


B. Things that take time but little/no $


1. Run demos at your local store  by setting up a bunch of cool looking figs and showing people the maps and how to play.

2. Get permission to put fliers up advertising the game  in community hot spots.  Play up its traits to the right audience.   You can focus on the fun, prizes,  things you can learn, socialization, etc

3. Get permission from the local store to put small labels on each booster they sell advertising when/where you play.  A lot of boosters are bought by RPG players with no idea that there is a local skirmish group.

4. Self advertise!  Show up at RPGA meetups and talk mini’s.  Show up on Magic nigh and mention theres other collectable games with wicked looking minis rather than floppy cards.

5. Schedule actual events – Most areas don’t have a formal group because no one has stepped up to organize one.  Stores are generally to busy to do enough promoting and organizing themselves.  The most successful areas have a local player that is driving things.

6. Judge tournaments.   The judges often want a chance to play themselves and more judges means more events can be run.  If you’ve played in tournaments for years and never judged you need to consider doing your part.


C. Things that take little time but some $

1. Give mini’s to new players.  A flashy dragon or whatever is a powerful draw to someone interested in playing.   Someone building their first band from 3-4 boosters will really appreciate a handful of the top commons/uncommons that can improve their chances.

2. Donate  cheaply made warbands for a store to run demos with.   The figs are cool looking.  If they are sitting out for people to play with they can sell themselves.

3. Any of the things in step B, but bribe someone young with a lot of free time to do it.   Think how many demo’s could be run if you offered to pay some high school kids  5$/hour to run them, or gave them a booster “bounty” for recruiting a new player.

4. Buy someone’s way into a tournament.  Ever had someone stop to watch when you were playing locally?  Show them the game then offer to buy their packs for the sealed tournament on Saturday if they want to try it,  or lend them a band and pay the 5$ entry for a constructed tournament.


5. Starters make excellent gifts!  Everyone in your family should have one.   So should the paper boy,  the pizza guy,  the kid that cuts your grass, etc


6. Buy Locally!  This is hugely important and a touchy subject at times.   With out local support, stores will close.   With out stores there are no mini games.  Each player can make a difference on this.   If you are on a budget, consider you might be able to buy less figs with what you have to spend locally but can easily make up the difference by having a bigger trading pool.  If you are just being frugal like a friend of mine who makes over $100,000 a year who buys online, consider it a “tax” you pay for getting a local store and play group.   Each person that shops online is hurting the bottom line of the local store.



D. Things that take little time OR $

1. Be an ambassador for the game.   Be a good sport, friendly, practice good hygiene, etc   I don’t care how cool something is,  If they can’t stand with in 5 feet of you while doing a demo, they are not going to play.

2. Make sure everyone who plays has fun.  Talk to them at tournaments, invite them back to the next one,  offer advice to beginners,  encourage people that haven’t been out in a while to check out the game again.

3. Make sure all the local players are connected online.   They should have a maxminis, hordelings and wizards/dnd account.

4. Advertise each tournament.  If someone plays a game remind them of the next upcoming event.  If someone might be interested invite them to the next one.

5. Talk to your local store about what they are willing to do to grow the scene.  Explain how more players means more product selling, singles that can be offered, etc.   Stores are often willing to cut a discount to frequent players, or donate product for events, or at LEAST  do some advertising for you.


Looking for someone to cosponser a midwest DDM event. let me know if your interested!
Check out my brand new blog:
http://bshugg.blogspot.com

Vrecknidj
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04/17/2008 11:17 AM  
Excellent article. Thanks bshugg.

I'm curious what the rest of the folks here have to say. What's worked in your area? What hasn't? What would you like to see someone try?

Dave

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Milton, Ontario Canada

04/17/2008 11:47 AM  
funny in my area DDM1.0 didn't go over well BUT DDM2.0 is a huge hit we had our first tourney on sunday past and we had 9 turn out! thats more then the prerealse of DoDr

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04/17/2008 1:11 PM  
Good article, bshugg.

It is done through friends here. And also converting Magic players is successful. It is also easier to get people to play DDM if they had already tried DND.

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Adelaide

04/17/2008 6:38 PM  

Good advice. And really well written. Kudos.

 

I agree with most of it, though I think it's much more likely WoTC notice/support what’s happening in US than elsewhere.
Though the game shops will almost certainty notice. And if they have any sence, will support you quickiy.

 

The support of the game shop is probably the most important thing. ‘My’ shop (GameQuest) will always make sure there are prizes (even if low turnout), give word of mouth etc as well as the table space.

 

If you game shop won't support you, try a library. If you attend a school, most are very welcoming to student led activities and allow time/space for it. Or Community club. Internet/Gaming Cafe.

 

I'd think buying harbinger rares for under a buck to be touchy subject too but nuff 'bout that, in as least snarky tone I can manage.

 

The sticker on the boxes for sale is a really great idea; I'll be doing next week.

 

The hygiene note is important lol. Also, make sure you bring mints/Chewies etc as those you demo to may not have got that memo.

 

Another benefit of more players is that you will get better at playing. Combating different styles and varied bands will test you out further. Plus beating a whole bunch of people at comp _is_ more than beating your mates at home.

 

At the shop I demo & stuff, I've found the following to be useful:

(though I am a bit slacker with it all atm)

  • * A regular night for casual play. So people know in advance that every x night there will be mini play going on.
  • * If you are just starting a local scene, be prepared to be alone at times, resist playing other games while you wait, so you can snap up people as they look interested. Be accessible.
  • * Make sure you have plenty of war bands, and I find themed ones to work best for attracting attention. I've seen many people come over just to look at the 'fire' band and then easily talked into playing it. Orc VS Dwarf works well. Particular ‘cause the Orcs are handicapped and give the newbie the dwarfs
  • * We have a big pool of commons/uncommon from those of use who do buy by the caseload. Mostly started as weren’t getting much in way of promo things (which is still hit n miss), and everyone who play a night, gets a mini to take home. This helps get some D&D players who just want the mini (bulking up numbers playing at the table which has effect of getting more people to play). Also had a few young students essentially create a war band out of coming every week. Other stuff gets added to the chest for take homes too (homemade templates, lanyards for LoS, print outs of the converted stat cards etc). Left over singles from tournaments get thrown in here too.
  • * Don't play an uber band against the newbies. If you have a bunch of premades, make sure your fighting on an even battlefield. No fun getting wiped.
  • * Playing same format will tire for some people, so make sure you change it around. You don't want to lose exisiting players in the attempt to be getting new players. Older players need attention too. Different variations (reverse constructed, Epic, warband challenges, Fight the colossal, etc). EG winning a war band challenge gets that person bragging rights plus being able set the new one.
  • * A Shop Trophy or list of winners can be effective, if it shows a varied amount of people playing & winning.
  • * Have a poster sized schedule of events so people know well in advance what’s happening when. Speaking of posters, you may get some promos, or need to ask your shop about them to put up. (mental note: must get better at this one)
  • * Not everyone will want to play in DCI games. This doesn’t stop them from being valuable players, and you need to make sure you allow for casual non timed pressured games. IMO most new players, and majority of older players, in a non tournament, prefers to have untimed games to the death (or obvious victory) rather than winning by points.
  • * Find out what promos and bits you should be getting (the forums are good for this) and tell your game shop. They probably don’t know, and it isn’t (imo) as well organized as the magic promos which seem to happen automagically. They can only ask the WoTC reps for them, if they know they should have them.
  • * When doing prizes (and I think this was Bshugg’s idea from long ago IIRC) for tournaments consider splitting the booster prizes by draft to _every_ player. The top winners are most likely only really wanting the rare anyway, and knowing that even you come last, you get a mini or two for your efforts makes the difference when you’re playing entry. (We normally give first pick to first, second pick to second down to last, then the last place gets first pick of the second round and up)
  • * During and after a tournament, advertise the next. Give paper slips with details, plus information about the regular night. The game shop I play at let me print discount voucher on back for store product which encourages people to hold on top the slip for a while.
  • * Have the rule book and errata’s handy. Though especially with new players I feel you should concentrate on fun not excating detail, you will need to be the one arbitrating rules, and you will need to be able to back it up with the rules.

 

After all this, it would be crazy for me not to mention: Thursday nights at Game Quest is Minifest night. Above the Adelaide railway arcade, from 5:30pm onwards to late. Premade war bands for you to try available, and a shiny mini for everyone who tries a game. Lots of trading action. Pm me or post for more information.

 


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York, Pa

04/17/2008 8:33 PM  
Excellent article.  I am a recent convert to D&D Minis being a long time D&D / Magic player.  I am trying to get more people involved in my area so your tips will be really helpful.

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Sector 2814

04/19/2008 5:12 AM  

Good tips by all.

If you can, contact your local delegate for some learn-to-play demos, and they also can help with some free swag for the demos.

I know, I like to ive away commons and uncommons.


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04/23/2008 3:33 PM  
I agree. Some great ideas have flown around. here are my thoughts (partly influenced by mike derry):

* Have a set of decent uncommons to trade away cheaply to players who might need help assembling their first warband from packs. (i picked up 30 tiefling captains for a song a couple years ago. they served me well)
* Make sure your demo warbands are well-matched, but definitely give the advantage to the new player. You actually *want* to lose, to give them the elation of beating you. So play a bad band that will force you to use all of your cunning. they will see your cool tactics, but they will still have the advantage even if they flub some timing or other.
* Pick up a cheaty d20 (one with 2 20s instead of a 20 and a 1. Give this die to the noob. They'll score more crits, have no whiffs, and will be spared some of the bad-roll annoyance that frustrates when it happens too much. Don't tell them it's a cheaty-die, and only use it for the first few games.

Personally, I will be waiting for June to get back into demo-ing, because I need my all-stars to be statted out, or I won't have enough minis to build even the most meager warband. (i wish we had a decision on the duplicate-named minis from DuD... that would help. I'd definitely be committed to helping grow the game more if I knew that WotC was planning on providing sufficient support.) ;D


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San Diego, CA

04/23/2008 5:38 PM  
Myself, I recently had to give a speech in my Effective Speaking class. We were to teach the class how to do something. I went ahead and used the opportunity to teach my classmates about DDM. Got through all of the most basic of rules. If nothing else, I managed to bestow some curiosity for the game.

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The Red Light District

04/23/2008 11:02 PM  
Very nice write up. I wish my enthusiasm for the game hadn't dwindled. I was thinking about trying to create a scene at the FLGS, and this would've been a great tool.

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Czech Republic

04/24/2008 5:58 AM  
Posted By JugglerVR on 04/23/2008 3:33 PM
I agree. Some great ideas have flown around. here are my thoughts (partly influenced by mike derry):

* Have a set of decent uncommons to trade away cheaply to players who might need help assembling their first warband from packs. (i picked up 30 tiefling captains for a song a couple years ago. they served me well)
* Make sure your demo warbands are well-matched, but definitely give the advantage to the new player. You actually *want* to lose, to give them the elation of beating you. So play a bad band that will force you to use all of your cunning. they will see your cool tactics, but they will still have the advantage even if they flub some timing or other.
* Pick up a cheaty d20 (one with 2 20s instead of a 20 and a 1. Give this die to the noob. They'll score more crits, have no whiffs, and will be spared some of the bad-roll annoyance that frustrates when it happens too much. Don't tell them it's a cheaty-die, and only use it for the first few games.

I don't know about this one. Too much hassle, and if he finds out...

I like your second option. Play badly and let them win, but show some top-class features.

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04/24/2008 12:29 PM  
Posted By JugglerVR on 04/23/2008 3:33 PM
* Have a set of decent uncommons to trade away cheaply to players who might need help assembling their first warband from packs. (i picked up 30 tiefling captains for a song a couple years ago. they served me well)
* Make sure your demo warbands are well-matched, but definitely give the advantage to the new player. You actually *want* to lose, to give them the elation of beating you. So play a bad band that will force you to use all of your cunning. they will see your cool tactics, but they will still have the advantage even if they flub some timing or other.
Both of these are ideas that have served me well in the past and I can highly recommend them.

The "let them beat you" rule applies when teaching the game.  You want your opponent to have the more powerful band.  New players have this annoying tendency to never make "double moves," to be very timid, etc.  You don't want a ranged band where you're picking off the slow opponent.  Give yourself a melee band that doesn't hit too hard, and get up there and engage quickly so that you can be beaten back.

And, handing out freebies always serves its purpose.

Dave


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Sector 2814

04/24/2008 12:38 PM  
Freebies are great. As the saying goes, "Cheap is good, Free is better"

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West Valley City, Utah

04/28/2008 11:27 AM  
I think that one thing that would help grow the skirmish scene is if everyone was polite at events. I know that there are many who are polite. We just had a qualifier and I was just hanging out because I like to hang out with the local skirmishers. We had some visitors and one of them was quite rude to his opponents. I got tired of being around him. I ended up leaving, in part, because I didn't enjoy being around that person. When someone is more concerned about winning than anything else and swears loudly when something goes against him, it is very poor sportsmanship. Not to mention arguing with an opponent who has meticulously tracked victory points when you haven't tracked them anywhere except in your head because if he had 10 less victory points than his record showed, you would win the match.

I know that one local skirmisher quit the game after his experiences with a top player visiting from CA in a previous qualifier. We haven't been able to get the local player I am talking about to come back.

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