Establishing a Naval Game

Sorry for the lack of updates recently! I’ve been in the middle of a move, so that has taken a lot of my free time. However, now that we are mostly settled, the pace should pickup again ;).

The topic I wanted to discuss today is establishing a following for a  naval game. This is a typical issue for a naval gamer, since as a whole naval gaming is a decidedly smaller niche in the miniatures gaming scene. And of  course,  being on active duty means that I’ve had plenty of practice at this process, as it seems like just as I get a good group together, I have to move again!

There are some interesting challenges that face a gamer that wants to introduce a naval game to their group of friends. One problem is that many gamers are suspicious of new games, especially new games from relatively new game companies (such as Spartan Games). The basic concern here is that the company will fail and/or the game will not be supported in the long term, reducing the value of the time and money invested into the new game.  This fear is understandable; just this thing has happened many times in the past. Heck, this phenomenon is not even limited to newer game companies; when was the last time you saw Games Workshop providing serious support for Battlefleet Gothic?

Additionally, many gamers seem to confine themselves fairly narrowly to one company or one genre of game. The obvious examples are those that never play anything other than 40k or fantasy, but when you think about it they aren’t the only ones. How many dedicated historical gamers also play 40k, for example? Now this is not to say that all gamers only play one game or one type of game, but from my experience this is true for many gamers, and this is a particular problem for naval games. This is because naval games are such a departure from the most popular games out there, like 40k, Fantasy, FOW, or Warmachine. These are all land-based combat games, featuring troops, cavalry, tanks, walkers, and the like. Granted, they have different themes and settings, but in the end, they are all played on miniature terra-firma. Naval games on the other hand, take place either in space or on the sea (or, just maybe, in the air).

So what can a hapless gamer do to overcome these problems and get their favorite game rolling in an established gaming community?

·         First thing is advertising; you have to get the word out about your game, so that you can make your local community aware not only that the game exists, but also that there is someone who plays the game.  Make sure you schedule frequent games and demos on the store’s event calendar, and post about the game on the store’s forums (if it has them). Working with the management of your local store can be vital; see if the owner is amenable to displaying signs or other promotional material for the game, or even some example models in a display case. Remember, the overall goal is to get the game into the community’s consciousness, and keep it there.

·         Next, be consistent! If you have scheduled events, make it a priority to keep to that schedule. Now, granted, real life often makes a shambles of our best-laid plans, and there will inevitably be events that you will have to cancel. Still, if you make more events than you miss, over time your fellow gamers can’t help but recognize how dedicated you are to the game, and this, in turn, will help them feel better about taking the plunge and starting it themselves.

·         The third major way to help a new game to find traction is to maximize its visual appeal. If you can, try to get two fleets so that you can run both sides of a demo yourself with actual models.  While it is great that companies like Spartan provide paper cutout fleets for some of their games for those interested in trying it out, those flat cutouts simply don’t have the visual appeal an actual 3D model does. Additionally, try to get those models painted as soon as you can. Moving on, if your store does not have a space or ocean table/mat, look into making one yourself. Your enormous starships or massive wet navy ships are going to look pretty silly floating in a grassy meadow! Such a mat doesn’t have to be overly elaborate; most fabric stores will be able to sell you a large enough piece of black or blue felt to cover a 4’x6’ table for about $10, and it will make a huge difference. If nothing else, it will attract a lot more attention since your table will look visually different from anything else in the store.  Finally, if you can, get some nice terrain. Islands, planets, and asteroids are all easy to make or come by, and make the table come to life.

So, let’s tie this all together. The task of introducing a new game to a gaming community is often complicated by fears over that game’s viability. In the case of naval games, this problem is compounded by the games being a drastic departure from what many in the community might be used to.  These reservations can be overcome by building awareness of the game, consistently supporting it with events, and making the game as visually appealing as possible. These techniques will hopefully convince at least some of the gamers in your community that the new game will be around for a while and is worth breaking from their established norms to try something different.

I would like to close with a final bit of advice: Be patient and stay flexible. There will be those gamers that change their minds about starting the game, or who might stand you up for demos. Additionally, there will always be those gamers out there who, despite your best efforts, simply won’t be interested in whatever game you’re attempting to establish. While it might be frustrating, it will do you no good to get angry at the offender. As the old saying goes, you attract more flies with honey than you do with vinegar!

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