Welcome Gen Con Attendees! Thanks for coming here from their newsletter!
True Dungeon 2013 will be hosted at Gen Con Indy in Indianapolis, IN Thursday-Sunday, August 15-18, 2013. We are moving to Exhibit Hall B to improve our player experience. Gen Con Indy is the world's oldest and largest game convention, and True Dungeon is its premier event.
You must obtain a 1-Day or 4-Day convention Badge either by purchasing one or earning one through volunteering. Badges are now on sale at www.genconreg.com.
Event tickets for True Dungeon go on sale Sunday, May 19th at Noon (Eastern)For more information about Gen Con Indy, please go to www.gencon.com
Big Improvements Coming for 2013
After receiving some great feedback from players and volunteers, we set four big goals for 2013:
Greatly Improve the Event Starting Experience: We learned a great deal last year, and this year we are constructing a brand new storyscape that appears to be a village at the edge of a dark, moon-lit forest. Your event will start inside one of two large inns where you will be greeted by a friendly NPC innkeeper. Once you have turned in your ticket and received your free bag of Treasure Tokens, you will be directed to your group's private, well-lit Training Room. You can arrive up to 50 minutes before the start of your event, and you will remain there with your Coach until the party moves to the Training Room.
Greatly Improve the Event Endng Experience: While a separate Truecraft event will not be available in 2013, much of the fun of the event has been folded into the end of every two-hour adventure. When you emerge from the XP Desk with your Treasure Coins in hand, you will find yourself back in another area of the starting village. If you choose to record XP and receive any applicable Treasure Coins (some do not), you can spend these Treasure Coins at a few spots inside the village. You can draw treasure from merchants who have different treasure assortments, you can try your hand at a carnival-type game, or you can speak with an NPC to obtain information for another adventure. Perhaps you can even gain a mini-quest to be completed during your next adventure. Note: No unique tokens will be available this year via these mini-quests.
Greatly Improve the Immersiveness of the Experience: Once you step into the Exhibit Hall, you will feel like you have stepped into a wooded village on a moon-lit night. Our goal is to keep this immersion going as much as possible, from ticket taking to Treasure Coin redemption will be oriented to keeping you immersed in our fantasy world.
Improve our Volunteer Ranks with a Recruitment, Retention and Training Program: Every year it is a struggle to find great volunteers and train them. This year we have invested funds in attracting good volunteers, and we hope to keep them for many years. We have also launched an improved video training program that should dramatically affect the quality of the efforts of our Coaches and DMs.
2013 Event Info
Players entering the event will find themselves at the edge of a dark forest on a moonlit night – in a small village dominated by two large inns. Each inn will be the start of an adventure where players can arrive up to 50 minutes earlier to make use of their private well-lit training room.
This year's event is the start of a brand new 3-year story arc. The party’s 3-year quest is to restore the missing dwarves of Icecrag Keep (last year’s storyscape) to their rightful home now that Smoak the Draco-Lich has been defeated, and in 2013 the party must determine the dwarves’ current whereabouts.
True Adventures, Ltd. is proud to offer the following FOUR completely new two-hour adventures for 2013.
"Part One: Lycans Afoot!" (puzzle-oriented) Players must venture through a dark forest in search of the tower of a mad gnome tinkerer while being persued by a pack of werewolves. Two of the rooms in this adventure will be more puzzle focused than in "Part One: Lycans Afoot!" (combat-oriented).
"Part One: Lycans Afoot!" (combat-oriented) Players must venture through a dark forest in search of the tower of a mad gnome tinkerer while being persued by a pack of werewolves. Two of the rooms in this adventure will be more combat focused than in "Part One: Lycans Afoot!" (puzzle-oriented).
"Part Two: Golembane" (puzzle-oriented) Players must face many challenges to reach the top of a tower to confront the malevolent gnome Two of the rooms in this adventure will be more puzzle focused than in "Part Two: Golembane" (combat-oriented).
"Part Two: Golembane" (combat-oriented) Players must face many challenges to reach the top of a tower to confront the malevolent gnome Two of the rooms in this adventure will be more combat focused than in "Part Two: Golembane" (puzzle-oriented).
"Part One: Lycans Afoot!" (either version) is the first part of the two-chapter epic adventure. "Part Two: Golembane" (either version) is a separate ticketed event that concludes the storyline. The "Golembane" adventure is immediately set after the story told in "Part One: Lycans Afoot!". We structured the events this year due to the great feedback from last year's two-part adventure. Players really liked having two back-to-back adventures.
Everyone who plays either version of an adventure will receive a limited-edition Treasure Token at the end of their adventure. Players who survive will receive cool "Survivor" buttons themed especially for the module. If your party plays the adventure on the Nightmare difficulty setting, you will receive TWO different limited-edition Treasure Tokens., If you survive on this higher difficulty, you will get a Nightmare "Survivor" button themed for the module. Note: The rewards for both versions of this adventure are identical.
True Grind: "Survive the Night!" In this hackfest, players must try to survive until sunrise inside a cabin while it is attacked by all manner of foul beast.. No XP is available, but 1 Treasure Coin and a Survivor Button is available. Nightmare available if whole party agrees. Arrive 15 minutes early to fill out Party Card. You MUST be a Second Level TD player to participate -- and expect to die without a lot of experience, skill and tokens. Not an event for casual TD players.
New True Dungeon Novel - "Path of Stone"
We have worked with writer Jon Cook to craft a new True Dungeon novel entitled "Path of Stone" which chronicles the events between the slaying of Smoak the Draco-Lich (the end of last year's event) and the arrival of the party at the Inn of the Silver Willow (the start of this year's event). This is a really good read to get psyched up for True Dungeon 2013. Jon has agreed to whet our appetites with a sampling of the first ten chapters. Additional chapters will be available in the coming weeks. CLICK HERE to download the free PDF.
Truecraft Update! (It was a 2012 event.)
While a separate Truecraft event will not be available in 2013, much of the fun of the event has been folded into the end of every two-hour adventure. When you emerge from the XP Desk with your Treasure Coins in hand, you will find yourself back in another area of the starting village. If you choose to record XP and receive any applicable Treasure Coins (some do not), you can spend these Treasure Coins at a few spots inside the village. You can draw treasure from different merchants who have different treasure assortments, you can try your hand at a carnival-type game, or you can speak with an NPC to obtain information for another adventure. Perhaps you can even gain a mini-quest to be completed during your next adventure. Note: No unique tokens will be available this year via these mini-quests.
Ticket Price Increase
For the last four years, our ticket price has either been $38 or $40. We were forced to raise our ticket price to $44 this year due to many factors.
· The cost to build the new storyscape and large inns ended up being higher than we had planned. Each inn is similar to a dungeon in required materials to build. We think that the well-lit private training rooms will be a huge improvement to the player experience, and we feel the expense is well worth it.
· We decided to fold much of the enjoyment of Truecraft into an optional bit of fun that every player can enjoy for free as part of their post-adventure experience. This, however, does take some resources to provide.
· We launched a volunteer recruitment and retention program that should greatly improve the TD experience for players. This program, while costly, allowed us to select the best Coaches and DMs available, and we will provide outstanding pre-Con training.
· There have been some unexpected expenses pop up this year that were completely out of our control. We could not absorb these expenses like we were able to do last year.
New! Adventurers’ Guild Benefits!
Because of the feedback we received from players, we have changed the benefits of what an Adventurers’ Guild Button will gain you.
Bag Check: Anyone with an Adventurers’ Guild Button can use the AG Bag Check service located at the start of the event to check one item per AG button.
VIP Access for You AND Your Party: There will be a cool VIP area in the heart of the storyscape area that can only be accessed by AG members after they have ended a TD event. They must show their AG button to gain admittance, and they may take up to nine other non-AG members (from their current player party) into the VIP area with them. There they can raise a toast to the victory (bar service will be located nearby), divide up treasure, and recall their recent grand exploits. Due to limited sitting, the party can stay up to 30 minutes after the end of their adventure, and they all must sit at the same table. Times printed on wristbands will be checked for compliance.
FOUR Levels of Challenge
Due to the response from our players, we make our adventures playable at different challenge levels. Here they are in order of difficulty.
Non-lethal: If all players in the group agree, the party can tell their Coach they want to play their adventure on the "non-lethal" challenge rating. This is designed for people who just want to enjoy the True Dungeon adventure without having to worry about their character dying. Awarded XP for this challenge level is 650 XP
Normal: By default, the party will play their adventure on the Normal challenge level -- characters can die on this difficulty, but a good party can emerge victorious with only basic equipment as long as they work well together and think on their feet. If this challenge is too much (or insufficient) then other levels are available. Awarded XP for this challenge level is 650 + 50/room reached.
Hardcore: If all players in the group agree, the players can tell their Coach they want to play their adventure on the "Hardore" challenge rating. This is for people who have some TD experience and at least 3 bags of tokens. Awarded XP for this challenge level is 1650 + 50/room reached. They get only the Hardcore/Nightmare Completion token for attempting this level.
Nightmare: If all players in the group agree, the players can tell their Coach they want to play their adventure on the "Nightmare" challenge rating. This is for people who have lots of experience, moxie and/or tokens. THIS IS A VERY DIFFICULT EVENT. There are also special slots set aside for Nightmare level, and tickets purchased in these slots must be played at Nightmare level. Awarded XP for this challenge level is 1650 + 50/room reached. They get both the Normal and Hardcore/Nightmare Completion tokens for attempting this level.
Experience Points Earned
Players receive Experience Points (XP) for playing TD adventures and gain various benefits for achieving higher levels. Some TD veterans are now 8th level. The amount of XP earned is based on the challenge rating of the adventure as well as how many rooms your character makes it to alive. (Your character need not survive the entire adventureto get max XP, s/he just needs to enter the final room alive.)
Non-lethal = 650 XP
Normal = 650 XP + 50 XP/room
Hardcore= 1650 XP + 50 XP/room
Nightmare = 1650 XP + 50 XP/room
If a player plays the same adventure more than once, they receive the highest XP earned in all runs of that particular adventure. So someone playing an adventure twice, once at the Normal level and once on Nightmare level, will receive only the XP for the Nightmare adventure. (I.e., the XP awards for the same adventure don’t stack.) Note that the two versions (puzzle or comabt) of each adventure are considered the same adventure because they are somewhat similar. The highest XP available for Gen Con Indy 2013 is 4,000 XP – if the player makes it to the final room of two different adventures on Nightmare difficulty.
As stated earlier, players earn a cool limited edition participation token just for playing a TD adventure. There are FIVE unique tokens available at Gen Con Indy 2013. The two versions of both modules have the same participation token, and the Hardcore/Nightmare version of botj module has its own special participation token. True Grind has its own unique limited-edition Participation Token. For the two-hour adventures, anyone playing on the "Non-lethal" setting will receive the Normal participation token, but no Survival button can be earned.
True Dungeon 101
This one-hour seminar, presented by a group of great TD veterans, is highly recommended for new TD players. The three available seminars are:
SEM1347624 True Dungeon 101 8/15/2013 13:00
SEM1347625 True Dungeon 101 8/15/2013 18:00
SEM1347626 True Dungeon 101 8/17/2013 10:00---
True Adventures, Ltd. Media Contact
Jeff Martin, 618.201.5737