Just getting some data out there. Will come back and pretty up this post later.
For reference, the 2013 GenCon Grind Post-Mortem can be found here:
truedungeon.com/forum?func=view&catid=556&id=189266
And the 2014 Who's Yer Con Grind Post-Mortem is here:
truedungeon.com/forum?func=view&catid=556&id=189171
This year, with the shift to 1.5 hour centers, we only had 19 True Grind events. 5 were on Thursday (3 afternoon / 2 evening), 6 on Friday (3 afternoon / 3 evening), 6 on Saturday (3 afternoon / 3 evening), and 2 on Sunday.
There was one less Thursday evening run because this was scheduled months ago when the GT run was originally planned for Thursday evening and I wanted to avoid space conflicts (and conflicts for my assistant DM's).
Two of the Grind slots were chosen via the Lottery so they might not have appeared in the online Event search database.
Of the 190 potential Grind slots, we had 180 players and 181 tickets turned in, for 94.74% player attendance and 95.26% ticket collection. This is consistent with last year's 94% and 96%.
Friday afternoon had a noticeable number of no-shows, with 3 empty slots for the Noon run and 5 empty slots for the 1:30 PM run.
Of the 19 Grind runs, 8 were Normal (42%), 10 were Hardcore (53%), and 1 was Nightmare (5%). Many of the groups with less than 10 players opted to go with Normal.
Of the 7 "representative" Normal runs, all of the groups were victorious and most of the players survived (98%) with only a single player death. Henwy is no longer alone in the "died in Normal Grind" category!
There was also one "non-representative" Normal run which was full of experienced TD'ers who were mainly interested in having fun. When faced with a doppelganger double, their strategy was to "make sure" by killing both. They ended up killing 5 of their own, whereupon another character committed suicide out of despair. So there were only 3 "survivors" amongst their group of 9.
Of the 10 Hardcore runs, 8 groups (80%) were victorious, 1 group (10%) ran out of time, and 1 group (10%) was wiped out with a TPK. For individual players, the survival rate was 58%, the out of time category had 2%, and the death rate was 40%.
Although many players felt that this year's Grind was much harder than last year's, the Hardcore survival rate is actually comparable (58% vs 62%). Last year had 13% out of time and 26% death rate (for 39% total) so it seems like the change to 1.5 hours mainly converted a portion of players who previously ran out of time into formal deaths.
The singular Nightmare group faced a tragic (but spectacular) end with a TPK and all characters dead. This was more consistent with the 2012 Nightmare statistics.
Looking at how often classes were chosen (180 players for 19 runs) we have:
Paladin (20)
Barbarian (18)
Cleric (18)
Dwarf Fighter (18)
Bard (16)
Druid (16)
Fighter (16)
Monk (14)
Ranger (14)
Rogue (12)
Elf Wizard (9)
Wizard (9)
Yes, there were 20 Paladins for 19 runs. One run had a father and two little kids as a last minute add on. I just ended up handling them on the third combat board.
The Paladin was present in every single Grind (last year that honor went to the Barbarian). Both of the Wizards were the least popular (same as last year).
Regarding Survival rates we have:
Dwarf Fighter (83%)
Fighter (81%)
Ranger (79%)
Druid (75%)
Barbarian (67%)
Cleric (67%)
Elf Wizard (67%)
Paladin (65%)
Monk (64%)
Bard (56%)
Wizard (44%)
Rogue (42%)
Last year had the human Wizard out-surviving the Elf Wizard but this year was the opposite.
I don't recall exactly how many prestige classes were played but it was around 10 total throughout the Con.
Encounter List
Room #1:
1. Manscorpion
2. Thri-Kreen (insect humanoid)
3. Desert Troll
Room #2:
4. Umber Hulk rider
5. Bulette mount
6. Ankheg
Room #3:
7. Purple Worm Head
8. Purple Worm Tail
9. Fire Eel
Room #4:
10. Illusionary Warrior
11. Rust Monster wearing a Wizard costume
12. Doppelganger
Room #5:
13. Rakshasa x 3 (two of which were illusions)
* Originally Room 4 was supposed to be a Medusa and a Mummy with the Doppelganger. And Room 5 would have the Rakshasa, Rust Monster, and an Efreeti. However, during the first run I quickly realized we wouldn't have enough time for them all so I cut the Medusa and Mummy (though I did use them instead of the Purple Worm in one early run where several of the players had just gone through with the standard lineup). Also, due to a Canadian airline misplacing luggage, we didn't have some props we were planning to use with the Efreeti so we dropped him.
The sun exposure / fatigue damage actually occurred at the beginning of the adventure (during the prologue). Every group ended up healing all of the damage. The sun exposure was a red herring because, as the module description mentioned, the adventure took place AT NIGHT.
The REAL environment rules was the use of 2012 COLD CLIMATE. Let's just say that it was not uncommon for players to have a negative initiative total and there were lots of dropped fingers and numb fingers!
There were also some rotating sandstorm / desert effects that were mainly there so that some of the desert-themed tokens would have a use:
Room #1: Obscured vision made it impossible to target monsters with ranged weapons or sliding spells unless you had something like Sandstorm Goggles or Goggles of Seeing
Room #2: Obscured vision (as above) AND shifting sands (from the burrowing creatures) that could cause you to trip and fall (losing a turn).
Room #3: Shifting sands (as above) AND high winds (ranged weapons and sliding spells missed on an odd slide, without a True Flight effect).
Room #4: High winds (as above) AND minor sandstorm damage (Sandstorm Cloak and Barbarian DR protect)
Room #5: High Winds (as above) AND sandstorm damage (as above) occurs more often
The sandstorm effects on missile weapons is mainly there for balance since Cold Climate affected melee weapons.
For those who want to learn more about the magnificence of the "Umber Bulette," or who want to see the amazing (yet somehow disturbing) images that the adventurers encountered, you can find them here:
Ecology of an Icon: The Ultimate Team
www.critical-hits.com/blog/2010/02/12/ecology-of-an-icon-the-ultimate-team/
The new age has begun…
www.critical-hits.com/blog/2008/06/07/the-new-age-has-begun/
Umber Hulk (with a different sort of mounting)
www.gamerjargon.net/dictionary/umber-hulk/