Well, not so much playing as teaching other people how to.
Just finished a session with a couple of mates who’d not played DZ before. What was fun was watching them learn and play it as a game rather than what I normally do which is playtest stuff. There’s more difference than people often realise.
Although playtesting is naturally trying to get the best game to play, its main function is to make the game work rather than to be an entertainment. That means that it is often interrupted to take notes, to change things or to reset and try things again – all of which gets in the way of it being as fun as it might otherwise be. It is, at the end of the day, work not play.
Teaching the gamers tonight wasn’t aimed at anything other than showing them the ropes, and then letting them strangle each other with them. Whilst I did make a few notes on some further refinements, and while it was a training game, they both quickly got the idea of the tactics and were already having fun doing naughty combos with cards and models by half way through the battle.
The stage 2s did their usual work of mangling the unwary, and the Enforcers replied with their usual shooting efficiency. Grenades seemed to be a popular choice and I think they must have found them all. There were a few close calls and some being blasted off roofs and so on, but it was the one that landed perfectly at the feet of an Enforcer (and then obliterated him) which was most impressive.
In the end the proof of the pudding was in the cheeriness of both victor and vanquished at the end of the battle. Now, they said, they just have to decide which faction(s) to collect…