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Community Building 101

This is the community building forum. For tournaments, demos and all community expansion articles.
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Community Building 101

by Kaptajn Congoboy » January 26th, 2013, 3:17 pm

Community Building 101

Hi there. I thought I would share my thoughts on community building and how to get a player group up and running in your local game store or gaming club. I - and a few other enthusiast - have built up my WM/H scene in my country from 0 players and no awareness of the game (except a small player group in Trondheim that had died out) in 2009 to 40 player national tournaments in January 2013 and a healthy 100-150+ player scene in Norway in general. I'm also working - again with help - on getting an Infinity scene up and running in Oslo, the same place I started the WM/H wave. I sin against a few of these tips myself, now and then, but consider it a general guide.

General advice:
1) Demeanour
Be positive. Don't skimp on the smiles. Be "warm" toward people you give demos to. Don't swear a lot when building community. Show your excitement about Infinity, because enthusiasm is contagious. Do not act like a hyperactive fanboy, but a friendly demanour goes a long way to create a good and positive image of both you and the game long before players try it out. You can be a bit shameless when it comes to getting people to try demonstration games, as long as you do it in a friendly manner.

2) Appearance
It is pretty important to look and act like a "nice guy". This doesn't mean you have to hold demonstrations wearing a tuxedo, but personal appearance does matter. Wear clean clothes, mind your cleanliness and body odour (seriously...I have seen a few bad examples of this giving game demonstrations, and it seldom works out). If you are big into alternative lifestyle fashion, consider dressing like you would for a job interview: don't hide your style, but don't show up with enough piercings to levitate you into an MR machine if you walk past it.

3) Organize events and build community
As soon as you have a community up - even if it is only four guys - start running events. Organize terrain building days, painting nights, 1-day campaigns and "starter box" tournaments. Try to do this publicly - preferably stores, as there is a lot of traffic in them of people who are not already into playing miniatures games in a semi-organized manner - but clubs work as well. I am not a big fan of the cellar communities of friends - if this is your ambition, go ahead, but the resulting community will often stay small.

4) Cultivate a relationship with stores/clubs

Again, especially stores. Do the work with early demonstration games yourself, so the store/club doesn't have to put a lot of effort into it; if all they lose is a 4x4 table for 4 hours and you bring most of the terrain, they are more likely to allow you to promote the game than if you take one of their tables and stuff all the store's terrain onto the tabletop. Eventually, as the community grows and they see they can make a buck of it - not to mention being inspired by the excitement of the new players.

5) Don't rag on other games and do not promote exclusivity
Seriously. I came into the club I initially demoed in with an intent to play WHFB (although that cooled with 8th edition) and brought my Blood Bowl teams. Even after we got a WM/H community up and running, I dabbled in Malifaux, Firestorm Armada, Dystopian Wars and Infinity. A sour attitude to other game systems is not a good recruitment attitude. Many of your potential Infinity players are going to either play other games and/or have fond memories of them. Start spouting venom about balance issues or shallow gameplay and watch your recruitment pool get smaller quick. Develop a reputation for slamming other games and watch that reputation get transferred to your burgeoning Infinity community...if you ever get one going. I am happy to get in a game of any system I have models for, although I prioritize WM/H and Infinity.

6) Get the word out
Advertise demos 2 weeks in advance. Be active on local forums. Advertise other events and tournaments at least 3 weeks in advance. Make posters - CB will send the store posters if they ask for them, and I think you can get hold of them as a private individual if you explain the situation. If you have a local store/club/community forum, start making threads and posting pictures of games or demos. Even make a little "introduction to Infinity" thread.

7) This takes time. For you and others.
Yep. It will be considerably more work for you than just showing up at the LGS for a game as a "regular" gamer. Also, getting into a miniature game system can be slow thing for many people - I have held demos for some individuals who expressed enthusiasm for playing and who subsequently did not show up for over a year. But when they did, they had a small army ready.

How to start building?

1) Find any locals already playing or interested in playing to the extent that they already bought some miniatures.
And befriend them (if possible). There won't always be any, but if there are, they are a great resource. Play against them in the store/club so people can see the game being played. Have them accompany you during demonstration games (see below). See if you can get them interested in helping with terrain.

2) Make, buy or borrow terrain
This is an "extra step" for Infinity as opposed to other games. Most miniature games do not have the terrain demands we need, and if you eat up terrain belonging to others for your games and demos, you'll see backlash. It doesn't need to be of supremely high quality (although it sure doesn't hurt!) When I started up, I quickly understood that this:

Image

would only work for so long (both for the store and the game itself). After a year of following some of the advice here, we are currently at this stage:

Image

...which is hardly perfect, but none too shabby either. It really helps to have a full terrain set yourself; it means you can pack it together and go hold demonstration games somewhere.

3) Play in the store/club
Show face if you have opponents. Play in the store. Be ready to answer questions from other gamers about the system...and then...

4) Start holding demos.

Coleslaw's demos at the Norwegian Nationals (http://infinitythegame.com/forum/index. ... nationals/) are a good example of demos done right at a convention. Unless you feel you have a better alternative, use the CB QSR pack for rules (http://www.infinitythegame.com/infinity/en/downloads/) ...damn, it is a shame CB don't make starter packs with those model loadouts. Remember to demo with painted models! They don't need to be perfect, but painted models greatly add to the game experience. People like to "look with their hands" so let them...demo models are subjected to far more wear & tear than other models.
The more different factions you can demo with, the better. Show up early to set up and set aside time to clean up afterwards. It can also be a good idea to have a friend play semi-demo games with you to draw players in. Bring books (and posters, if you have them) for people to read and look at.

Image
Not all prospective players will show this amount of commitment

Actually doing demos are an art in themselves, so they get a set of sub-points:
a) Know the rules well enough to demo them. If you have not tried the game properly yourself - say, if you want to build a community from scratch - then try a few solitaire games to get all the rules and interactions of the QSR pack. Simplify as needed. Infinity can have pretty complex rules and the first game is, contrary to popular opinion, not about learning those in and out. It is to get an impression, and to develop enthusiasm.
b) Keep it simple and fast. Half an hour to finish the game, for you against someone who wants to try, unless he or she expresses a desire to get more into the meat of the game, is usually more than enough. Running two people against each other will take more time, but always remember to egg them on and keep them from getting bogged down in analysis paralysis.
c) Introduce yourself to the player and use his or her name during the demo. Feel free to banter with them about other subjects if they want to. Also engage watchers in the game, explain to them what is happening, and so on.
d) Try to get the store owner/employees to try a round, either alone if things are slow or as the opponent of a prospect.
e) Create some sort of storyline (see Coleslaw's demos above for an example) for added excitement and immersion.
f) Remember the general advise, especially point 1, 2 (appearance and demeanour) and 5 (don't rag on other games. or stores).
g) Have fun yourself. If you need a break, take one between games and tell everybody you start again in 15 minutes.

5) Eventually, you have enough players to get events up and running.
Last edited by Kaptajn Congoboy on February 5th, 2013, 3:09 pm, edited 1 time in total.
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Re: Community Building 101

by Kaptajn Congoboy » January 26th, 2013, 3:21 pm

Early Events

At first, your burgeoning community will have more than enough work digesting the rules, getting their models and playing games. Have them play scenarios, it shows off Infinity's strength much more than three-round paintball, which can sometimes feel a bit hollow.

What your first event is depends greatly on your players and what they like. Remember, "only" 4-6 people participating is just fine; it will start to make them feel as a community and have them play lots of games.

Tournaments
If they are set on playing a tournament, hold one. It is a typical attitude from players of many systems, especially in Europe. It is generally advisable to run the tournament at a ridiculously low points level to kick things off - don't be afraid to say 100 pts, even if this is a bit low for Infinity competitive play. Typically, this might get you quite a few newbies that want to try out the game in a competitive setting. If your players are up in arms about it, then go up to more points, but remember that this will cost you a few spots. Of course, depending on your terrain availability, you might not WANT too many people.
You can use the ITS or create your own system. I have used the Goettinger Pairing Program for WM/H a lot before I started using the more WMH-spesific DohYou (which is useless for Infinity) and it works like a charm for pairing and tracking tournament players. Remember to run a couple of fake tournaments on it before the event, so you know how it works. Or get any of the other countless trackers out there. Go wild.
One-day tournaments is best for the early days. Remember to schedule properly: you want a registration time at least an hour before kickoff, a break, and a clear cut-off point. Try not to get too many delays in.
If you have an uneven amount of players and feel up for it, play the player who got the "Bye". He will automatically get points for winning the game, but sitting around moping while everybody else plays is not motivational. Hey, you can even give him any scenario points he gets as a bonus.

Leagues
Escalation Leagues is the way to go for those first events. This means people build up from a small, pre-set force to a larger force over several weeks. At this stage, escalation leagues are ideal because new people can hop in at once and start playing. There are a great many different ways to run an escalation league. I prefer to keep them KISS - people get points for playing games, winning games (ideally, you should get a bit more for winning than for playing, but playing two games should beat winning one), painting their models and making terrain for the community, as well as special awards of your own creation (awarding a special prize for the player who successfully hacks and takes over or sepsitorizes the largest amount of models during the campaign, or Bad Luck prizes to someone who keeps losing). Hold a couple of terrain days before the league and give out pre-league points for that, as well as for bringing home-made terrain to the shop. The league can run for any amount of time, but I find 4-6 weeks is ideal. Increase the points cost over the league until it rises to 200-250pts, the lower level of the "full" Infinity game.

Campaigns
Campaigns are where Infinity really shines, in my opinion. Campaign: Paradiso is perhaps a bit of a tall order for that first campaign. Instead you will have to create it yourself. This doesn't need to be too much of a task, and using the C:Paradiso rules for leveling your Spec Op and possibly the other campaign rules might be a good idea as well as the way C:P is structured with the mission tree. I am not a big fan of CB's choice to reward winners by playing more games and thus getting more campaign points, though - let the losers play each other in missions related to the main plot.
Create an interesting setting for the campaign. Let them fight over mining resources on Dawn. Have them chase around after scientific data on different planets, true Black Ops style. Have them try to locate Voodotech caches on Paradiso. You can be as elaborate as you want, there is no shame in keeping it simple...you might even have to keep it simple to keep people with short attention spans for "fluff" interested.

"Casual" Events
Leagues and campaigns are all pretty casual, and many tournaments can also be, but here I am talking about events like Release Events (which works best if the company supports them) , Holiday-themed events, Charity events and the like. These are "casual" in the sense that the competitive aspect of the game should be heavily toned down in favor of light entertainment value (christmas-teamed missions) or, as in charity events, mechanisms that give you re-rolls, extra dice, extra points etc for contributions.

General advice for events

1) Venue and advertising.
Hold the tournament in a shop or club if possible. This is ideal because it can function as a recruitment tool - if you've got someone who can do it and doesn't mind dropping the tourney, run demos next to the tournament! You can usually get to do it for free (depending on your local community and LGS) which means entry money can go to prizes. Make simple A3 (or failing that A4) posters (not everybody has access to a plotter at work as yours truly) advertising the tournament and put them up at least a month in advance, but not necessarily more than 3 months in advance for a small starter tournament as people might forget it. 6-9 month advertizisng is for large events. Put the posters up in the venue you are holding the event in as well as other gaming venues that will let you. Create a about in on local forums and use them to inform about the event - remember to put the links up on the posters.

You want your local players in these first events - which can mean people who are willing to drive or commute up to you as well - so focus your attention on local forums, shops, community clubs etc. Press coverage is great, but remember that journalists have minds of their own and might well paint you as a bunch of foolish children in adult bodies playing with toys. So don't show the the cheesecake models or conversions with lots of blood & gore, and stay on target during interviews. You don't have time to coddle them during most one-day events, so don't invite them to those unless you have someone who can handle press.

2) Prizes
You want prizes for tournaments, leagues and "casual" events. Whether they are the official ITS ones, bought ones, vouchers from a gamestore, boxes of models or homemade trophies, people do love their prizes. If there is money to spare in the budget, using it for prizes is generally a good investment. The more the better. 1st, 2nd, 3rd, best painted (chosen by the players during a long break), most sporting (the "blowjob prize"), most amusing death in game, best hacker, you name it. Depending on the event size, you might do with just first prize and/or best painted. Charity events usually work best with home-made prizes (it it more in the spirit of the event).

3) Social Interaction after the event
Go to a pub. Or go to a restaurant for a late night meal. Or head home to someone's home if it is a small event. Talk about the event. Talk about other things. Get your player to socialize with one another and start to feel like a community. Choose places with noise and hubbub levels you can socialize in; no good building community somewhere the sound level is so high you can't hear each other.

4) Feedback
You want your players' feedback, and you want it as soon as possible after the event. I find it impractical to hand out forms after the event, so do it on the forums instead. Some advise will be good, and some less so, but you can use it to streamline future events nonetheless.

More to come.
Last edited by Kaptajn Congoboy on February 2nd, 2013, 2:28 pm, edited 2 times in total.
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Re: Community Building 101

by Kaptajn Congoboy » January 26th, 2013, 3:21 pm

Place Holder 2
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Re: Community Building 101

by kidterminal » January 26th, 2013, 6:26 pm

Great article and I see you have plans for expansion. I really like the walled garden you have in your new demo setup.

But I'm little unclear, are or are you not advocating cosplay girls as a means for expanding Infinity's popularity?
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Re: Community Building 101

by samurai » January 26th, 2013, 7:19 pm

Can I get that barely dressed lady's contact info?

But seriously, great article and I look forward for next one.
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Re: Community Building 101

by Kaptajn Congoboy » January 26th, 2013, 10:42 pm

kidterminal wrote:Great article and I see you have plans for expansion. I really like the walled garden you have in your new demo setup.

But I'm little unclear, are or are you not advocating cosplay girls as a means for expanding Infinity's popularity?


She is a student in a local special effects school, actually. Although one of her classmates is a Star Wars cosplayer :-)
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Re: Community Building 101

by kidterminal » January 27th, 2013, 12:13 am

:lol: Still haven't said which side of the question you're on. Pro or con. :lol:
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Re: Community Building 101

by Pierzasty » January 27th, 2013, 12:45 am

I assume the Speculo's playing Shasvastii? :mrgreen:

Great advice, a lot of it seems obvious but then again, many people tend to forget the seemingly obvious.
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Re: Community Building 101

by Kaptajn Congoboy » January 27th, 2013, 12:09 pm

The chicks all dig the Space Stevedores, Miners and Weird Drugmakers, Forbidden Tech & Body Alterationists' Union, if course.

I am not saying don't have pretty lasses at the table, no ;-)

It is sort of obvious, a lot of it, I guess. But when I started building, the Press Gang's tips were very useful to me.
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Re: Community Building 101

by kidterminal » January 27th, 2013, 8:16 pm

Did you incorporate those tips into your article?

(I made a Community Forum for community building efforts)
Last edited by kidterminal on January 27th, 2013, 8:17 pm, edited 1 time in total.
Reason: Made new forum for this topic
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Re: Community Building 101

by Kaptajn Congoboy » January 27th, 2013, 8:28 pm

The relevant ones, as well as those I've picked up myself.
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Re: Community Building 101

by kidterminal » January 27th, 2013, 10:04 pm

Excellent.
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Re: Community Building 101

by Kaptajn Congoboy » January 28th, 2013, 11:01 am

Feedback and clever ideas will be incorporated into the article :)
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Re: Community Building 101

by Cervantes3773 » February 1st, 2013, 5:26 pm

I'd like to doubleplus reiterate point 5. Infinity, whether we like it or not, has a reputation as an elitist, snob game. At the end of the day, we're all gamers trying to have fun, so it's important to remember that none of us are having fun in a "wrong" way.

There are ways to point out differences without passing judgment on games that your prospective players may enjoy.

"Infinity doesn't have an emphasis on combos in the same way Warmahordes does"
"Infinity focuses less on list building than WHFB/40k"
"While Malifaux uses a unique card mechanic, Infinity's mechanics are d20 based"
"Infinity is not as light-hearted as Fairy Meat"
etc

In fact, a large part of the reason I don't play Warmahordes is due to the first 10 or so people I met who played the game couldn't stop telling me how much the games I liked sucked. :roll:
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Re: Community Building 101

by kidterminal » February 1st, 2013, 5:30 pm

Good points to remember.
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Re: Community Building 101

by Kaptajn Congoboy » February 2nd, 2013, 1:04 pm

Cervantes3773 wrote:I
"Infinity doesn't have an emphasis on combos in the same way Warmahordes does"
"Infinity focuses less on list building than WHFB/40k"
"While Malifaux uses a unique card mechanic, Infinity's mechanics are d20 based"
"Infinity is not as light-hearted as Fairy Meat"
etc


Ideally, this should not be necessary and might even be harmful. Say people like list building. I certainly do, it is a great subject for discussion over beers after a game night. Say they like the Malifaux card mechanic - I certainly do, even if the rest of the game isn't for me as my current impression of it is (which, honestly, is at least 2 years out of date). Say they know that in Warmachine, for experienced players above a relatively low level, combos are far less important than positioning and out-guessing your opponent - the spells and abilities become part of the game. Say they want light-hearted....heck, Infinity can be light-hearted...I have had some truly ridiculous and/or amusing things happen in games. Funny "movies in your head" can work even in "serious" games.

No, instead focus on promoting the positive and unique aspects of Infinity, without comparing unless they ask you to. Emphasis the low model count, the dynamic playstyle and the "always your turn" catchphrase. Quickly show them the ARO system, and they will get the mechanical difference in a graphical manner. Show them the cool figures (and terrain you've built). Point out the opportunities for narrative play and emphasis this in your demos. Show them the free armybuilder and Infinity Wiki. The free rules. If you absolutely have to compare, start comparing mechanics: IGYU vs Orders/ARO, D20, the fact that most special abilities are general rather than spesific (although to be honest, this is getting to be true for a lot of other games as well) etc. I tend to put a clear divide between my demo/community building time and my casual discussions - in the latter I can joke around with the train wreck that TLOS sometimes turn into, GW's Tonka plastic kits and BoobTime in Kingdom Death, in the former I keep it down.

The sad thing is, the english-writing Infinity online community has not developed a reputation for being elitist or snobbish. We've developed a reputation for being arrogant fanboys. This is not a joke - I have heard it from people giving demos and I have heard it from people all over Europe, as well as on the websites and forums. Lurking on the official forums since 2009 kept me out of the game for at least a year. No matter who was in the wrong, the backlash against O-12 hurt us - it is a rare day that the D6G (a podcast with an enormous splash field - it is responsible for the interest of at least 10-15% of my own WMH community's initial interest in the gmae) comments on episode-spesific nerdrage.

Smiles and laughter even if you are fuming on the inside;) At least if you want the game to grow.
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Re: Community Building 101

by Pierzasty » February 2nd, 2013, 1:40 pm

Cervantes3773 wrote:Infinity, whether we like it or not, has a reputation as an elitist, snob game.

It's the first time I hear it. Why is that?

Kaptajn Congoboy wrote:Ideally, this should not be necessary and might even be harmful. :words: No, instead focus on promoting the positive and unique aspects of Infinity, without comparing unless they ask you to.

What is so negative about those statements? They're true and I use similar comparisons to good effect. I'm not insulting anyone's system or anyone's taste for liking another game, just pointing out some similarities/differences to have some frame of reference.

Yes, some people like the exact things we don't have in Infinity - buckets of dice, huge advantage at the stage of list building, hard combos, card-driven system, etc. All the more reason to tell them we don't have that, so they don't waste time chasing what doesn't exist. It's better if they get discouraged at the start than if they buy into Infinity, then get massively disappointed and start badmouthing the system to whoever will listen. I don't believe in such publicity.

I think the most important thing is to start a new system aware of its [main] specifics and faults.
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Re: Community Building 101

by Kaptajn Congoboy » February 2nd, 2013, 2:21 pm

Pierzasty wrote:What is so negative about those statements? They're true and I use similar comparisons to good effect. I'm not insulting anyone's system or anyone's taste for liking another game, just pointing out some similarities/differences to have some frame of reference.

They are not directly negative, but they might be taken as such. In general, I believe that people are quite adaptible and willing to try new things in their gaming. Someone who desperately needs buckets of dice will likely not even want a demo, but someone who likes the 40k buckets of d6 might still find something he likes in Infinity...however, there is a smaller chance of that if he is spesifically told that one thing he likes is not an aspect of the game. I have made no secret of not being a big fan of the D20 mechanics of Infinity - something that dates back to earlier RPG days - but there are plenty of other aspects I do enjoy about the game, enough to write articles such as these. If the first guy who introduced me to the game had told me it wasn't about list building, that it had no combos (which is a term which is understood differently by different people, in my mind Infinity definitely has combos) and that it was great because of the d20 mechanic, I would not have bothered trying it out.

Demos and promos isn't about critical analysis of the spesifics and faults of the game. It is about first impression and creating interest. As I've written somewhere else, I did not buy Lords of Waterdeep after the D6G review because of their in-depth explanation of the mechanics. I bought it for the way they presented it.
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Re: Community Building 101

by kidterminal » February 2nd, 2013, 2:41 pm

Kaptajn Congoboy wrote:Demos and promos isn't about critical analysis of the spesifics and faults of the game. It is about first impression and creating interest. As I've written somewhere else, I did not buy Lords of Waterdeep after the D6G review because of their in-depth explanation of the mechanics. I bought it for the way they presented it.

Showing people a new game is all about showing what you can do in this new game, not what its not. The fact that far too many Infinity players feel the need to run down other popular games even if is subtly, is why they have a snobbish reputation.
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Re: Community Building 101

by Kaptajn Congoboy » February 2nd, 2013, 2:52 pm

Precicely.
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Re: Community Building 101

by Darkeldar » February 3rd, 2013, 8:58 pm

My second question after "Would you like to play a demo?" is "What are you currently playing?" Yeah, it's easy to explain Infinity to other miniature gamers, but what if your player plays D&D or Pathfinder, or is even a console gamer? Most of what has been said before is valid, but you must be able to adapt and explain some of the basics of miniature gaming, as well as Infinity, itself. Know a little bit more about what games are out there, I scan sites like http://www.tabletopgamingnews.com/ to get an idea of what is being developed and released. Amazing building a little rapport helps.
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Re: Community Building 101

by Morze » February 4th, 2013, 12:09 am

I think I have the tendency to badmouth other gamesystems :blush:

Buth yeah, it's probably to address Infinity as it is and not try to hide some aspects of it.

"You want to roll lot's of dice? Guess what, Infinity let you roll up to ten dice, it may sound little, but the dice are bigger!"
"Don't like anime style of that mini? Don't worry, there isn't a lot of those."

I find this thread inspiring.
[insert witty comment]
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Re: Community Building 101

by Kaptajn Congoboy » February 4th, 2013, 9:18 am

Morze wrote:I think I have the tendency to badmouth other gamesystems :blush:


As do I. And I fume like a pressure cooker when dice rolls go very bad. But I try to contain myself :)

Morze wrote:I find this thread inspiring


Thanks! That's the idea.
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Re: Community Building 101

by Cervantes3773 » February 5th, 2013, 4:30 pm

Pierzasty wrote:
Cervantes3773 wrote:Infinity, whether we like it or not, has a reputation as an elitist, snob game.

It's the first time I hear it. Why is that?



Have you read the comments people make about other games, or the players of other games, on CB's forum? Lurkers see that and then decide to pass on joining/participating and then you find out about it when you talk to them in person or on other fora.
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Re: Community Building 101

by kidterminal » February 5th, 2013, 5:49 pm

Please don't bash other games. You wouldn't like to hear a bunch of 40k guys bashing Infinity, so don't force them to listen to you bash 40k. You catch more 40kers with "hi Infinity is cool" than "stop playing that pile of shit, play Infinity".
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Re: Community Building 101

by Pierzasty » February 5th, 2013, 5:59 pm

Cervantes3773 wrote:Have you read the comments people make about other games, or the players of other games, on CB's forum? Lurkers see that and then decide to pass on joining/participating and then you find out about it when you talk to them in person or on other fora.

Yes, and it's mostly 40k that's bashed. Which is bashed pretty much everywhere, including 40k forums/threads. I still don't see the difference.
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Re: Community Building 101

by Oreet » February 5th, 2013, 6:07 pm

Our group is definitely guilty of bashing other games. Several of the players are old 40k players, and bash that game a lot. I've never played any of the GW games, but I certainly compare Infinity to Privateer Press's Warmahordes, and bash Warmahordes quite a lot.

But then we have a very small group (4-7 players) that meet each week at a player's house. So we aren't really going to public places trying to demo the game.
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Re: Community Building 101

by Cervantes3773 » February 5th, 2013, 6:19 pm

Kaptajn Congoboy wrote: :words: :words: :words:


I feel like you simultaneously got, and missed, the point of my post. ;) I agree, you should focus on what you're demoing, when you demo it. But inevitably, people are going to ask for comparisons, or make them themselves. When that happens, you have to be prepared to stay positive on the matter. All I was doing was giving examples on how to do that. Your delivery will certainly influence whether people read negativity in your statements.

The sad thing is, the english-writing Infinity online community has not developed a reputation for being elitist or snobbish. We've developed a reputation for being arrogant fanboys. This is not a joke - I have heard it from people giving demos and I have heard it from people all over Europe, as well as on the websites and forums. Lurking on the official forums since 2009 kept me out of the game for at least a year. No matter who was in the wrong, the backlash against O-12 hurt us - it is a rare day that the D6G (a podcast with an enormous splash field - it is responsible for the interest of at least 10-15% of my own WMH community's initial interest in the gmae) comments on episode-spesific nerdrage.

Smiles and laughter even if you are fuming on the inside;) At least if you want the game to grow.


Elitist and snobbish, arrogant fanboys... I'm not sure the distinction is relevant. The Infinity community has an odd reputation. I'm in the camp that if you don't have anything nice to say, don't say anything at all. Some people like to take pot-shots at not just other games, but the players as well. "Ha ha ha, you know how those dumb GW players are".

In fact, here is a verbatim quote from the main forum on the intelligence of 40k players:

Now in some cases trying to teach a 40K player to play Infinity is like training a fish to compete in the Tour De France but I can comfortably overcome most barriers with most (unfortunately not all *sigh*) people.


That attitude is not good for Infinity.
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Re: Community Building 101

by kidterminal » February 5th, 2013, 6:35 pm

I agree those attitudes are counter productive. Now I was a 40k and fantasy player long ago and so was my regular opponent. We have bashed them often. But I try to confine that to just the two of us. Honestly its obnoxious behavior and we shouldn't engage in it.
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Re: Community Building 101

by Pierzasty » February 5th, 2013, 6:47 pm

Didn't see that one, it really does sound fanboyish. Reminds me of 40k players :lol: (just kidding)

When I draw new people into the game, I stress how good Infinity is as a secondary system. You want to play 40K, no one makes you stop, this way you can have your cake and eat it :)
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