The concern is that oop is an abstract and long-to-explain topic that beginners may not have the patience for just yet.
I'm not sure -- it should be a good mixture and depends on what you want to program. OOP is very good for creating creatures, items, buildings etc., because you can easily describe the things and processes you see in your imagination using objects. You don't need to explain the concepts behind OOP -- you can simply use OOP, and explain the details later.
Edit: What I mean by this: Don't teach newbies programming by stating
"To program a roguelike with a dragon and a knight, we need to care about data structures, algorithms, and to choose a programming paradigm. There are several programming paradigms and their advantages and disadvantages are..."
Instead, tell them:
"Okay, we need to create the dragon and the knight. Both are some kind of object, and in our programming language objects are created by writing XYZ. Now we have created our dragon. We can now add some properties to the dragon, like sex, color, health, strength. Such things can be expressed numerical, so we simply add numbers to our object. This is done like this ... Now the same for the knight. Okay, to make them move on the screen, we need them to listen to the player's input."
So simply start programming by creating and refining objects which resemble the game world and its inhabitants, but don't talk about what OOP really is. This is useful later, but not for a total newbie who simply wants to get a hobby project started. This newbie needs successful experiences very soon, otherwise it's likely that he'll give up.
(Well ... actually in LambdaRogue I started without OOP, and only use records, and lots of global variables, but I once started a complete re-write of the game (LR 2.0) which only uses OOP. However, this project will probably never be finished, because it's more efficient to work on the 1.x branch).