There isn't really a generic "True Dungeon discussion" forum area, so I guess I'll just put this in the GenCon 2015 area.
The following are just random ideas/suggestions I'd like to offer for consideration.
* Have written text available for all important dialogue given by NPCs, especially if the dialogue is being played from a recording. Several rooms this year had instructions written on the wall, which made things much easier. For instance, in the ten talking mushroom area. However, having a scroll of text on each mushroom showing what it was saying would have been even better. I realize these signs are not quick and easy to make, but if something important to game play is being said it should be made explicitly clear; I can think of no sure way other than literal text on the wall to ensure this.
* Please do not add any more token slots. We are at a rather strained number of slots already. While earcuffs/earrings are nifty, they are really pushing it.
* In a similar vein, and taking a cue from the Medallion of Heroism, I suggest some pushback against the "Christmas tree" effect be implemented when possible. While stat penalties as item drawbacks are cumbersome and difficult to implement, restricting slot usage would be relatively simple. For instance, certain tokens that are slightly more powerful than usual for their rarity and slot may say they "count as two" items for that slot.
* I enjoyed the grub room, as it offered the players a choice of seeking either a "combat" or "puzzle" solution, or some combination. However, upon seeing a sliding board most people just assume that combat is their only option, and they won't even ask to attempt anything else. I would like to see more rooms like this in the future, but I think it would be worth having the coaches/trainers mention to the players that they might be able to gain an advantage in some combats - or even avoid combat entirely - if they are clever enough.
* The production values of the dungeon are fantastic, no doubt. So many people pour so much energy and love into this thing that it's astounding. That said however, I will just express my personal opinion that if given the choice between maintaining these production values and increasing ticket prices, I will vote to keep the prices down every time. Heck, I would be fine with walls made out of hanging bedsheets and orcs in simple Halloween rubber masks if it meant we would go back to the days of 8 member parties and $38 tickets. I realize I'm likely in the minority on this, and have no illusions of things getting scaled back that much, but I might as well throw my voice out there.
* Churning through so many commons and uncommons (and even rares, to some extent) every year seems incredibly wasteful. I would be fine with some sort of standardized token set of commons and uncommons that doesn't change every single year. The rares and URs, etc. changing every year would be enough, methinks. With the saved expense of not having to redo all the commons and uncommons every year, perhaps there could even be a greater of variety of rares than the usual annual 40. Just an idea.
* The experience codes were a great success! It was SO much easier to wrap up a dungeon run this year. Kudos! Please keep this system.
* Many people complain about inconsistent DM rulings, such as how one DM allowed a certain puzzle solution while another didn't, and so on. I believe it is a mistake to try and create a consistent way for each DM to run each room. Players must accept that this is not a tournament or a computer simulation, but a roleplaying game! If someone is trusted to be a room DM, they should be allowed the leeway to make on-the-fly decisions as appropriate. So many times, a DM has not allowed a perfectly acceptable solution or course of action simply because it wasn't on the approved list of officially acceptable actions, or the DM couldn't remember if it was listed as an acceptable option, and so they just default to denying otherwise clever and legitimate player actions. It seems pretty sad.
* Most of the complaints I hear about True Dungeon - unreasonable or rude players, feelings of being insignificant, having tired and cranky DMs, etc. - seem to be a direct function of the number of people involved. No matter how well you organize things and try to run them smoothly, the simple fact is that the potential for problems increases dramatically with the number of people involved. Where am I going with this? Try to cut down on the number of players in a run. I realize doing that without creating a cost increase would be very difficult, but consider my point on production values, above. Simply saying "you can buy out a run and play with fewer players if you want" is NOT a solution. The vast majority of players are going to be thrown into a room with a dozen or more total people; it's inevitable that they will eventually question whether they're getting their money's worth.
So, that's all for now. If some of these opinions stick in some people's minds, great. But if they get cast aside, then oh well. At least I voiced them.