Those who are good at it will feel frustrated, beginners will feel intimidated, and eventually the fun will diminish for both. How to resolve skill differences through ‘structure’ rather than ‘consideration’.
I get tired just giving explanations before the game starts.
Explaining becomes listening, not participation.
Explanation is 30 seconds, the rest is **one at a time**
If a beginner makes a mistake, the atmosphere becomes cold.
Beginners are more intimidated by facial expressions/tones than by the mistakes themselves.
Consensus Sentence: **“The first two editions were adaptations”**
Even though it is practice, it is only evaluated as wins or losses.
There is no space for beginners to enjoy.
Step your goals: **V1=Adapt, V2=Win**
You may already be in a depressed state.
There is a risk that frustration can turn into aggression.
It became a burden rather than a joy.
Familiarity is more important than winning or losing.
Example: “The first two editions were adaptation editions.”
The rest are one at a time during play.
Example: “Start by saying just one key thing.”
Mistake frame agreement.
Example: “Mistakes are part of practice.”
Reduces beginner burden.
Example: “Start with an easy role at first.”
Try saying: “Let’s play the first two games today as adaptive games. Don’t worry about winning or losing.”
Try saying: “Let’s get started, and I’ll tell you what you need one by one.”
Try saying: “It’s okay. You’re just getting used to it, so take it easy.”
A. Just separate the modes. If you put a short ‘serious version’ after the adaptation version, both satisfaction levels increase.
Some people want to win, some want to take it easy, and some people always take on the same role. The rule is not to turn role conflict into a human fight.
If one person falters, the tone of the entire team is ruined. I'm not trying to eliminate anger, but I've put together the minimum rules to prevent it from spreading.
It's a meeting that says it's 'possible at any time', but in reality no one can meet it. How to resolve time agreements with structure, not emotion.
Items, rewards, points, and contributions may seem small, but they convey emotions. How to organize your feelings of unfairness with rules before they build up.