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In 2013 our plans call for us to add an additional adventure to the event. There will be two consecutive adventure modules, and each module will have two variations of either a combat or puzzle orientation. The first module called “Lycans Afoot” tasks the party to travel through a dark forest in search of a tower, while the second module called “Golembane” challenges the party to reach the top of tower.
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TOPIC: Ticketing Policies for 2013

Ticketing Policies for 2013 11 years 6 months ago #1

UPDATED 6/7/2013
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Q: Is it acceptable to True Dungeon that a group of players who has more tickets than it has players to keep the extra slots unfilled?

A: Yes, as long as they buy (and turn in) all 10 event tickets.

Q: What should the players do with the extra tickets to ensure TD gets all of the payment from the run from Gen Con?

A: All 10 hard tickets must be purchased and turned in to the official TD ticket-taker for that particular adventure. (A hard ticket is a single ticket that specifies the exact date and time of the event the participant paid for.) The extra wristbands will be placed on one or more players, as designated by those who turn them in. E.g., if you buy a full run for yourself, you will be wearing 10 wristbands. If four people go on the run, the extra six wristbands will be divvied up between the four players as they designate.
Note: The aforementioned rule for hard tickets only applies to groups running with less than 10 people. Players who fill in a party off of the waiting list may pay with generics.

Q: Do the players with the extra tickets/wristbands get 1 bag of tokens per extra ticket/wristband?

A: Yes. If you are wearing two wristbands, you will get two bags of tokens. If you are wearing ten wristbands, you will get ten bags of tokens.

Q: May I play more than one character if I am wearing more than one wristband?
A: No. No matter how many wristbands a player is wearing, no person may play more than one character. So if you purchased all 10 slots because you want to solo the dungeon, you may do so but you will only play one character, not ten.

Q: Do I equip the extra characters?
A: No, but maybe yes. None of the extra characters are playable, so it is not necessary to provide equipment for them. However, if you have more than one copy of a synergistic or treasure-enhancing token, you have the option to utilize your extras on the phantom characters. E.g., if you are soloing a dungeon and have ten Charms of Synergy, you may equip one Charm of Synergy on your “real” character and the other nine on the phantom characters to get a +10 to initiative. Similarly, if your group is running through an adventure with only eight players, the two phantom characters could benefit from any additional treasure-enhancing or synergistic token(s) you have.
For a token to affect a character played by a real person (not a phantom character), that token must be equipped on the “real” character.
Note: The phantom characters cannot duplicate a class currently being played by a real person. E.g., if your party contains a bard, cleric, druid, elf wizard, and wizard, no phantom character can equip a Cabal item because none of the remaining classes are eligible to equip a Cabal item.

Q: Do the players with the extra tickets get extra Treasure Chips for each unused ticket?

A: Treasure Chips will be distributed as if a real person went on the run, allotted by the extra wristbands.
Treasure-enhancing tokens only affect one wristband per token. If you solo a dungeon and only have one Horn of Plenty, you would get triple Treasure Chips for one of slot but the normal amount of Treasure Chips for the other nine slots. If you solo a dungeon but prove you have ten Horns of Plenty, you would get triple Treasure Chips for all ten slots. The same principle applies to all other treasure-enhancing tokens.
Charm of Good Fortune also functions as if a real person was wearing it. If you solo a dungeon and have ten Charms of Good Fortune, they would grant you a total of +40 Treasure Chips (+4 tokens per "person"). If you solo a dungeon and have six Charms of Good Fortune, they would grant you a total of +18 Treasure Chips (+3 tokens per "person").
Note: You will need to show all your treasure-enhancing tokens to both the coach who fills out your party card as well as the person at the XP desk after your adventure.

Q: How if the 6th-level benefit handled?

A: If you're at least a 6th-level player, you will get one extra Treasure Chip for each wristband you're wearing.

Q: How do we handle late players?

A: If a player arrives more than three minutes after the official start time (the time printed on their ticket/wristband) and did not previously notify the official TD ticket-taker for that adventure or anyone in the group that s/he would be late, we will attempt to fill his/her slot with someone from the wait list.
If a player has not arrived by 18 minutes after the official start time, even if s/he gave advance notice that s/he would be late, we will attempt to fill that slot from the waiting list.
If a player arrives after his/her party has entered the dungeon, s/he may not participate in that run--even if the slot was not filled.
If a late player’s slot is filled by someone from the waiting list, the late player may not go on that run.

Q: I missed my run and Gen Con says it is too late for a refund, is there anything I can do with my ticket now?
A: TD cannot issue refunds, period. That's all handled by Gen Con. Find a director (head to the TD Store or find someone wearing a radio), they might be able to do something for you. Depending on circumstances, it MAY be possible to get you in on a later run.
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Last edit: by Jeff Martin.

Re: Ticketing Policies for 2013 11 years 6 months ago #2

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Re: Ticketing Policies for 2013 11 years 6 months ago #3

Druegar wrote: [img size=81,52] www.inside-volley.com/wcf/images/smilies/smiley_emoticons_volley_baggern.gif [/img]


Just wanted to quote the bump :)

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Re: Ticketing Policies for 2013 11 years 6 months ago #4

Charm of Good Fortune also functions as if a real person was wearing it. If you solo a dungeon and have ten Charms of Good Fortune, they would grant you a total of +40 Treasure Chips (+4 tokens per "person"). If you solo a dungeon and have six Charms of Good Fortune, they would grant you a total of +30 Treasure Chips (+3 tokens per "person").

Wouldn't the second option give you +18 tokens? 6 charms getting +3 treasure? Not all 10 "players" would get the +3 benefit.
You don't have to outrun the monster, just the guy next to you - The buddy system.

Cranston's Character Generator for iDevices or Character Generator for Android

Amorgen's Excellent Excel Character Generator

Have you checked the Token DataBase ?

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Last edit: by FiannaTiger.

Re: Ticketing Policies for 2013 11 years 6 months ago #5

Alvin Oliver wrote: Charm of Good Fortune also functions as if a real person was wearing it. If you solo a dungeon and have ten Charms of Good Fortune, they would grant you a total of +40 Treasure Chips (+4 tokens per "person"). If you solo a dungeon and have six Charms of Good Fortune, they would grant you a total of +30 Treasure Chips (+3 tokens per "person").

Wouldn't the second option give you +18 tokens? 6 charms getting +3 treasure? Not all 10 "players" would get the +3 benefit.


Alvin, I'm sure you're right, hopefully that gets changed.

Out of curiosity - is anyone planning on wearing multiple wristbands and playing with fewer than 10 players? If so, is it to get extra token draws, or because you want to play with fewer players?

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Re: Ticketing Policies for 2013 11 years 6 months ago #6

I might be on one run, just because I can't seem to fill the run and want to make sure it can be run as a HardCore.
You don't have to outrun the monster, just the guy next to you - The buddy system.

Cranston's Character Generator for iDevices or Character Generator for Android

Amorgen's Excellent Excel Character Generator

Have you checked the Token DataBase ?

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Re: Ticketing Policies for 2013 11 years 6 months ago #7

Like Alvin I may end up doing that as well. I have 3 runs that have not been filled by friends yet (they have until the end of June before I open it up to the forum). As long as I have 6 on each run though I will give it go. We will have 10 HoP/AoW and CoGF either way but my intent is to have 10 bodies as.
You either discover a star or you don't. You arrogant punk.

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Re: Ticketing Policies for 2013 11 years 6 months ago #8

jedibcg wrote: Like Alvin I may end up doing that as well. I have 3 runs that have not been filled by friends yet (they have until the end of June before I open it up to the forum). As long as I have 6 on each run though I will give it go. We will have 10 HoP/AoW and CoGF either way but my intent is to have 10 bodies as.


Let me know if you have any openings, we enjoyed our runs with you last year :)

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Re: Ticketing Policies for 2013 11 years 6 months ago #9

Of course. You would be my first choice. Not having to deal with tokens is so much easier...lol.
You either discover a star or you don't. You arrogant punk.

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Re: Ticketing Policies for 2013 11 years 6 months ago #10

Last year I planned on running with fewer people, before this rule existed.
This year I will run with fewer people but it wasn't entirely by design in all cases.

The tokens are not the reason for me and mine, we don't have HoPs nor 10 of all the +token items so we can't take full advantage of it. That being said, the tokens do help offset the increased $$ burden.

We do it to:
#1 absolutely ensure we get the classes we want.
#2 make sure we can select whatever difficulty we want.
#3 know all the people in our run ahead of time.
#4 pre-plan.
#5 get more hands on time.

With fewer people we find the DM has more time to devote to us and ultimaetly it feels more like a DnD adventure or dungeon crawl.
Sweet a combat room, we won't take damage!

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Re: Ticketing Policies for 2013 11 years 5 months ago #11

It's a savvy move if you have the 'token greed' going on....

How so? You are all purped out. You solo a dungeon run - all 10 tickets, all 10 wrist bands, all 10 COGF. You play on NON-LETHAL.

Score all the treasure tokens for yourself. Sure, that solo run just cost you $440 for all 10 tickets, but if you want all those treasure tokens, that's a good way to do it.

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Re: Ticketing Policies for 2013 11 years 5 months ago #12

CrowOfPyke wrote: It's a savvy move if you have the 'token greed' going on....

How so? You are all purped out. You solo a dungeon run - all 10 tickets, all 10 wrist bands, all 10 COGF. You play on NON-LETHAL.

Score all the treasure tokens for yourself. Sure, that solo run just cost you $440 for all 10 tickets, but if you want all those treasure tokens, that's a good way to do it.

You only get the treasure stamps if you solve the puzzle or defeat the monster. Hard to do with one person. You can still die, you just respawn in next room.

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