My group's rulebook argument made me try a different way to teach games
Last Tuesday at the Game Table in Portland, my buddy Dave spent 20 minutes arguing about line of sight in a dungeon crawler while two new players just sat there looking lost. He kept quoting page 14 of the manual, which was technically right but totally useless in the moment. It hit me that we teach games like we're defending rules instead of sharing a fun activity, so now I break games down into just the core turn loop first and add exceptions later. Has anyone else switched to that 'lean start' method and found their group picks up stuff faster, or do you stick to full rules up front?