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TOPIC: End the Combat and Puzzle Variations in 2014?

Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #109

valetutto wrote: As to the topic of someone buying the $440 full run ticket and not knowing... well they get what they deserve.

Though I agree with you 100%, there is a possible backlash that may negatively impact TD is a significant way. What happens when the bonehead who bought the full run returns it at the last second because he doesn't want to solo the adventure? TD is out $440.

If the full-slot option gets a green light, I see no need to stipulate any particular difficulty level. The participants will almost certainly know each other and can predetermine their own difficulty level.
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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #110

Druegar wrote:

valetutto wrote: As to the topic of someone buying the $440 full run ticket and not knowing... well they get what they deserve.

Though I agree with you 100%, there is a possible backlash that may negatively impact TD is a significant way. What happens when the bonehead who bought the full run returns it at the last second because he doesn't want to solo the adventure? TD is out $440.

If the full-slot option gets a green light, I see no need to stipulate any particular difficulty level. The participants will almost certainly know each other and can predetermine their own difficulty level.


I agree there is no reason to stipulate what difficulty level.
On the returning the run and shorting TD, thats always a factor. The same dude could grab a ton of slots and return them all. The same mechanism to quick-fill from waitlist exists. It would just clear out the waitlist pretty good.
Sweet a combat room, we won't take damage!

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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #111

valetutto wrote: I agree there is no reason to stipulate what difficulty level.
On the returning the run and shorting TD, that's always a factor. The same dude could grab a ton of slots and return them all. The same mechanism to quick-fill from wait-list exists. It would just clear out the wait-list pretty good.


There aren't always wait-list people available, last year we had a slot that was bought by a group that didn't show, a couple of tickets went to someone else but when they showed up and only 2 people were there, they declined to go through. Also one year they stuck an eleventh person with a group I was in because he was the only one that showed for an entire slot and no wait-list people were available. I realize these are somewhat rare occurrences but you can't always count on filling groups from the wait-list.
Thou would be wise not to meddle in the affairs of Dragons for thou art crunchy and go well with ketchup

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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #112

True, but if people are "out to get you" they'll get you eventually.
So its not More a concern with full run tickets than without full run tickets.

The threat is obviously there as you have indicated. This won't make it any worse.
Sweet a combat room, we won't take damage!

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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #113

Thank you all for your interesting insights. The $440 ticket idea is an interesting one, but it unfortunately is not an option with current event rules.

Unless I change my mind in the next few weeks (after input at the TD seminar at Who's Yer Con) we are just going to run two adventures this year -- both with two exact copies. There will be some minor adventure customization based on player choices/successes, however.

I think this approach will be better for the event as a whole. It will lessen the hassles of scarce tickets for volunteers, raise the level of quality of the adventure design, and reduce the stress on the Adventure Coordinators' as they manage the event on a tactical level.

Thanks again for all the feedback.
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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #114

Jeff, thanks for the info, sounds like a great solution!

Are you running True Grind this year also, or is it just the two copies of the two adventures?

Thanks!
Mike

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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #115

Thanks for the info Jeff.

this will make things a lot simpler.

cheers!
*mental note* always listen to Jeff

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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #116

I like the idea sounds like it will be just as fun with less hassle.
Paladin of the one true God.

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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #117

Always glad to give some feedback to help TD get better.
Thou would be wise not to meddle in the affairs of Dragons for thou art crunchy and go well with ketchup

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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #118

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I'm a bit concerned that puzzle was an option for those with less tokens to succeed more easily previously...If you were new, you could go with puzzle, and if you didn't have many tokens but were great at puzzles, you would have a better chance at nightmare/hardcore than on combat...
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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #119

As a first timer last year, I only signed up for the puzzle varient for both adventures but had so much fun tried to get in one of the combat versions on stand-by.

My plan this year was to buy tickets to both variations of both dungeons to double my fun.

Not sure how I feel about this proposal.
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Re: End the Combat and Puzzle Variations in 2014? 10 years 2 months ago #120

Last year was my first time playing TD, and I realize I'm pretty late to this discussion but I still wanted to offer up an idea.

It's fair to say that some people prefer combat, and some prefer puzzles. In the runs I did last year there would always be at least a couple people who were trying to "stay out of the way". For puzzles sometimes 10 sets of hands make it harder, and for combat there are too many sliders on the board. In each room there was always someone who felt left out, or that they weren't really helping.

I could see one room in each dungeon being a puzzle/combat hybrid that allows for personal choice. For example, you enter a room with a trapped demon and an incomplete banishment ritual. You could either outright kill the demon by sliding pucks, or complete the ritual puzzle to banish it. The group could split between the combat and puzzle to accomplish the goal of getting past the demon. If you prefer sliding, step up and hit the demon. If you prefer puzzle, head over and start working on the ritual. Each aspect of the challenge could also help the other almost like the rogue/chest clue mechanic. Solving a single rune in the ritual could weaken the demon (HP damage, stunned for one round, removes fire immunity, etc.) While combat could produce clues for the puzzle as if the demon were a pinata (at 75/50/25% health it lets out a clue, or drops a useful tool). The challenge could be defeated by 100% combat, 100% puzzle, or a combination of the two.

This way each player could participate on the aspect of TD they prefer and still feel that they contributed to the victory. The challenge of this approach would be the need for additional DM training/expertise or perhaps having two DMs assigned to the room.

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