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TOPIC: Biggest TD change?

Biggest TD change? 7 years 1 month ago #1

  • bpsymington
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I was just sitting here working on my transmutes, and I started to think about what was the biggest change TD has experienced so far, the change with the most significant impact? I didn't include the very first year, when tokens didn't even have weapon damage numbers. Some thoughts I had:

introduction of plastic tokens
artifact tokens
creating full-time coach and adventure coordinators
trade tokens
token redemption program
increased budget for FX and animatronics
leaving the Marriott
Leaving the convention center
no more treasure stamps

Thoughts?
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Biggest TD change? 7 years 1 month ago #2

Going from woodies to chippies.
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Biggest TD change? 7 years 1 month ago #3

How about the introduction of treasure enhancing tokens?
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Biggest TD change? 7 years 1 month ago #4

Don't forget Tokendb!
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi

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Biggest TD change? 7 years 1 month ago #5

Thinking about this further I would have to go with the Transmute program for Tokens.
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Last edit: by Rob F.

Biggest TD change? 7 years 1 month ago #6

i would say the auction(then the disappearance of the auction)

it got some people a chance to own part of TD history

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Biggest TD change? 7 years 1 month ago #7

Changes in part size I would think would be up there. I was only around for the last year of 8 people in a party so I don't know what it was like before that.
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Biggest TD change? 7 years 1 month ago #8

jedibcg wrote: Changes in part size I would think would be up there. I was only around for the last year of 8 people in a party so I don't know what it was like before that.


Yeah I was going to add the changes in party size, from 6 to 8 to 10


It all really depends on what you mean by "biggest".
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Biggest TD change? 7 years 1 month ago #9

valetutto wrote:

jedibcg wrote: Changes in part size I would think would be up there. I was only around for the last year of 8 people in a party so I don't know what it was like before that.


Yeah I was going to add the changes in party size, from 6 to 8 to 10


It all really depends on what you mean by "biggest".

This reminds me when the barbarian class was added.
The very first True Arena Champ and I have the plaque to prove it. 2006<br />I'm not happy 'til their blood is on the ground.<br />Member of West Michigan Marauders<br />Cowards die many times before their deaths; the valiant never taste of death but once.<br />                                        Will S.

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Biggest TD change? 7 years 1 month ago #10

The addition and then removal of mundane items.

It's a weird "in-between" thing but these were very prevalent when I first started playing and they actually served a purpose in certain rooms.
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Biggest TD change? 7 years 1 month ago #11

  • Raven
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Okaaaay ... my own (biased) view of the changes:

#1 - The shift from TD being a small crowd of people who got really excited about the event *once a year*, to being a huge community of enthusiastic addicts whose lives are touched by TD on a daily basis.

It's been a slow, constant change, so it's hard to see - kinda like the frog in hot water - but the community right now is the biggest (and in my not-so-humble opinion) the very best part of TD's growth and change over the years.


#2 - The Token Economy.

Not just the presence of tokens (which were a hit from the beginning) but the amount of money which is spent on them, the variety of tokens (yay for trade mats & transmutes) and the whole collector's market including eBay shops and online stores. It's given a completely different flavour to the event, and to the way people interact - even in the physical space surrounding the event.

To give it some perspective: remember that Jeff once offered to dress up as Patsy if someone wanted to buy $1000(?) of tokens. The prevailing attitude was "who seriously needs that many tokens?!?"
Contrast with nowadays, where we essentially have a mini-con just to do all our Transmutes, so it doesn't take up as much time at GenCon.


#3 - The shift from One-DM-per-Party to One-DM-Per-Room.

I'll admit I kinda miss the days when your DM would follow you from room to room, because you could develop a certain rapport with them, and they could really build up the story narrative. In a sense it felt like table-top... where the DM laid out an entire world for you and your friends to share.

Now it feels a bit more like a haunted house, were you are handed off from station to station, and the narrative often gets lost.

On the plus side (and it's a significant plus!) the DMing is a lot more consistent. It was beyond frustrating if you ended up with a DM who seemed bored, or didn't know the module well, or who was slow as molasses at every. single. combat.


#4 - Coaching.

As a DM, I can not describe the difference it made to the game when Coaching and Party Cards were included as a standard component of the adventure. For the players, it may be just an extra 24 mins of paperwork, but to the DMs, it was a godsend! Can you imagine trying to run combat and keep players' bonuses in your head? Or having to ask them to show you their combat-relevant tokens at the beginning of every fight? Or springing a trap in a puzzle room and then having players dig out any of their tokens which would give them immunity to Surprise?


#5 - Party size.

Other folks have addressed the change in group dynamic, and the frustrations of larger parties. But for me, it's been (recently) mitigated by the ability to just run with fewer people.
So, in a sense, I'd consider it a big change that there are now rules in place to allow - and *support* - players' choice to run with smaller parties. It's a real game-changer for me, and the way I play TD.
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Last edit: by Raven. Reason: line spacing.

Biggest TD change? 7 years 1 month ago #12

There have been many changes. My opinion: the change that had the most far-reaching and double-edged effects was introduction of the HoP.

It started the inflationary course we're on.

It spurred token sales, leading to a better event. But, all that led to a glut of tokens that required the transmutation program to soak them all up. That lead to relics and legendaries, and turned "power creep" into "power leap."

It also led to farming, which helped create newbie-veteran tensions, and necessitated an end to treasure stamps.

It also spurred higher demand from TE owners, leading to more dungeons, and outgrowing the various venues faster than they would have.

And all that, I speculate, may have caused GenCon to see and treat TD differently.

The HoP triggered a whole lot of changes.

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