Starting to See the Light of Underplanning
Posted on Apr 08, 2012 under Board Games | Comments are offAfter having a third game night at our new found friend’s house last night I am struck by one thing.. It amazes me how little planning, at least outside the base logistical planning, is involved.
Those that know me realize that I am quite the planner. I like to have the details so that everyone can have the best time. Things like how many players are going to be there and for how long are basic questions. But what about preferences? Do they like war games? Dislike Euro games? Love cooperative games? Etc. These questions seem like they need to be answered before planning what games to play. After all we want the people to have a great time, and therefore come back again. It stands to reason if they have a terrible time they wont be back so the goal of planning is to make sure that doesn’t happen.
Often the planning portion of the game night leaves me exhausted and not quite as friendly as I would have been had I just showed up and stared playing like everyone else. I have to learn new games, figure out menus for people who have special diets, plan for what my kids are going to be doing, and much more. By the time the game night comes around I am wiped.
The problem with this type of planning is that it is rigid. Often a plan like this is based on the assumption that nothing will change once the plan is executed. It lacks the dynamic ability to modify itself in case of constrain changes. One additional person, or one cancellation could jeopardize the whole thing. This is incredibly frustrating when you are the planner.
But what I see at the new group is quite the opposite. The idea is to have people over, hang out, and game. Logistics are loose and fast. Outside of the actual day. people could show up at random times, and leave anytime. Often people will show up several hours after the first game is played. Sometimes they cancel because of a rough day at work, but because there are so many people there to begin with this isn’t a deal breaker. Kids can show up ranging of all ages. Toys are ready for them, kids play outside, hide and seek indoors, etc. Games are played based on a quick overview by the one that knows them the best, and then voted on. It isn’t really planned in advance. People can bring their own games and are welcome to show others to play and have a good time.
What if a game doesn’t have enough spots for the people that are there? No problem, people pair up as a team and play the game.
This incredible flexibility leads itself to a much more enjoyable gaming experience. If someone is running late for example, a quick filler game can be enjoyed by those that are there. This wouldn’t be the case in one of my game gatherings because it would have already been planned out, we NEED that person to be there or we can’t start.
While difficult for me to try because of my nature, I think this method is going to be very successful.
I think the idea is to make it a party type atmosphere. Invite a bunch of people over and game. Whoever shows up is going to have a good time. I think people are more likely to make it if the event isn’t so planned out. Excuse me, I have to go plan an unplanned game night.

