darkangel866 wrote:
There was talk of Wednesday runs a while back. Is that still a possibility?
I would really like to, but right now it seems unlikely. As I previously mentioned, TD needs to vacate the premises by 8 P.M. on Wednesday.
Hypothetically, maybe we could do something during the "DM Training" time (5-8 P.M.). I'm an experienced DM and I keep up to date on the forums, so it might not be as necessary for me to attend during the mandatory hour. The rest of the time is usually for people to spend time in their rooms and since I'm by myself in Grind, it's kind of pointless (in past years, I would use that time to explain the module to the other DM's).
If you can convince Jeff to give the okay, I'd certainly be up for it. But I also understand that with so much going on it's just another added complication that can go wrong.
Last year I actually wanted to do a practice test run on Wednesday evening. Ironically enough it was like pulling (dragon's) teeth trying to grab random passerbyers who were willing to be guinea pigs through a free test run of Grind....
Picc wrote:
Didn't get a chance to try grind last year but I'm looking forward to in immensely this time around.
P.S. Any clues you'd care to impart about the undead perils that await?
The Earcuff of Salvation will specifically be banned. That is because if players are killed, they will soon be raised as undead to claim vengeance on their former teammates (who allowed them to be killed). As a result, the lethality factor might be higher than normal, since even players who die will still be involved - just playing for the other side (people had so much fun with the Aboleth last year).
Most of the time in True Grind, time is actually the biggest enemy and party killer. If you want to maximize your chances of success then it helps to plan ahead. Here are some generic Grind tips (many of which also apply to any combat rooms):
- Even with potential help from a player coach, it's a really good idea to prepare and print your party card before the event. Even more so if you can't arrive early. I have seen players arrive at the official start time and then needing to spend the first 10-15 minutes of the hour getting the party card filled out. You really want all the time you can have to fight the monsters.
- If you know your group, then coming up with some basic tacticals can save time. Having a marching/attack order. Being able to line up and have everyone quickly take their slides.
- Time is precious. Certain actions (especially those requiring DM attention) might not be worth the time. Even if the DM makes a mistake, arguing about a ruling (unless it is really major) may not always be worth the time that it takes.
- Humility is also helpful. Just because a player is allowed to make an attack and slide doesn't mean that he necessarily should (because it takes time). If the two Wizards are out of spells, maybe it's better to just stand there and let the Fighter attack by himself. Similarly, if your party already has a couple of crits on the monster, it might be best to end the turn rather than have the rest of the party keep sliding. I can't count the number of times that gloryseeking players end up knocking a critical out of the 20 area even when the rest of the party was telling the player to not slide!