Heya! It's been a week since I got back from GenCon, and I've had the chance to catch up on my sleep (yay!), so here's my $.02 on the good/bad/ugly of GenCon 2016
Location: Lucas Oil :
Neutral
I think there's a significant learning curve on this one. It was the first year, so i wasn't expecting it to be perfect, but there were definitely some things which worked better than others.
* The congestion at the front desk was unpleasant - tho it got better with use of posts & barriers to direct traffic in later days. Signage could have been a lot better tho.
* The long hall to walk down was a pain... but really, once you get used to allowing extra time for travel, it wasn't too bad.
* Sound Walls were good - the lighting control between dungeons/storyscape space was very nice.
* Sharing with the Cosplay crowd... Man, I love Cosplayers... but things did get a bit crowded sometimes. Too often, really.
Storyscape :
Poor
Lack of good lighting, lack of things to do, lack of PROPER RESTROOMS, all made this a frustrating place to hang out.
I think the few tables placed in the Storyscape did have good lighting. That was nice. But it was extremely hard to find Ektdars (I had to direct many players there) and people would wander aimlessly trying to find the Coaching area (again, I played Guide quite often) which could have been resolved with better lighting on the overhead signs.
The center of the Storyscape was dark and empty, and although it did evoke a cavernous fell, it was more like "empty warehouse" cavernous, and not "mood setting underground caverns."
I realize part of this was because registration/Treasure Draws / Store / BagCheck were all moved up front. That was a good call (much better to do those things with good lighting) but with those gone, and with players exiting the dungeon through the back tunnels and not re-entering the Storyscape, it was basically a dead zone.
Coaching :
Good
Excellent coaches again this year. I think the overall quality of our player coaches tends to go up every year.
I also liked the strip-lighting above the coaching rooms. less stark shadows and more overall ambient light made it a much better place to sit, sort tokens, and read the (updated) player cards.
Dungeon Runs / Difficulties :
Good
* Excellent puzzles - good Rogue clues, good mix of elements (mental/physical/group participation)
The one (inevitable) puzzle malfunction was fixed by turning the UV light on and making it "too easy" which was definitely better than ignoring the problem and leaving it unsolvable as has sometimes happened.
* Good variety of combats. It didn't feel like just one monster after another. In particular I liked the mechanic with the Lava Lurker, and breaking the party into 3 groups (even though we got slaughtered by it a couple times)
* DMs seemed overall more knowledgeable and more consistent than in past years. In particular, I've noticed the Combat DMs all seem to be a notch above what they were, say, 3 years ago, when it was very much luck-of-the-draw whether you got a competently quick or super-slow DM.
* Sound seemed improved this year - I know there's always some bleed-over, but it seemed like this year the audio cues were a little easier to here, and the atmospheric music was at a good level.
Drow NPCs :
Excellent
I loved this mechanic with the Hawk Kin in the past, and am really glad it has come back. It helps to set the mood, and provide continuity between the rooms, to have your NPC / DM following you for (at least part of) the adventure. Would love to see more of this in the future!
Other NPCs were also fantastic, including the Fallen Angel, the succubus, and the lava Lurker.
Oh, and the Beholder puppeteers who would taunt players coming too close to the mouth!
XP cards :
Bad
This is the second year we've had errors with the wrong XP card being given out for dungeon completion.
I realize it's minor in the grand scheme of things, but being that I'm one of those players who values the XP system, it really gets under my skin. Especially considering how easy it would be to fix it!
You know where that sticker goes? The one with the Unique XP code?
Have that sticker state the Dungeon name & type.
So instead of using the first letter to indicate the dungeon (codes starting with A are DeeperDark Combat, B are DD puzzle, etc) the sticker could just
say "Behold Her Majesty: Puzzle [insert code]" and people would be able to tell immediately if they were getting the right card. Or passing out the right card.
On that topic, I'd love to see different cards given out for Normal XP and HC/Nightmare XP.
I don't know how easy that would be on the computer software side (maybe it's just impractical) but it would be remarkably easy at the XP desk. The attendant could just pull from a different stack of XP cards, marked "HardCore XP" which have their own (clearly marked!) stickers for [Insert Dungeon] HardCoreXP [Insert Code] and people could quickly tell if they were being handed the correct card.
It wouldn't even require more/different XP cards to be printed - it would just mean different stickers to stick on 'em. And if you ran short, it wouldn't be too hard to print more stickers, would it? (Perhaps the XP desk could even be supplied with a few sheets of extra stickers in case demand was higher than expected.)
Treasure Draws :
Good
I liked the new Treasure Box & Wand - they were a bit unweildy, but seemed overall to work as intended.
The only frustration was that they were slow, and it seemed to cause things to back up at the XP desks regularly.
A recommendation: Make a *Max* number of draws which can be made from the XP desk Treasure Box. If the player needs to do more beyond that max, refer them to the desk up front, so as to keep the XP area flowing smoothly. (If pressed, I'd set Max at 5. That's 3 from the run, 1 from Lenses Treasure Finding, and 1 from 6th level bonus. So, essentially, URTEs mean go to the front desk - tho you can still do up to 5 draws at XP.)
Also, I really liked the bags of 10 or 50 or 100 available for players who wanted to do "bulk" treasure. It was great to have them as an option, and also great that it wasn't a forced default. Many people I knew who did some of each (draws and bags) were very happy with the results from both, and liked the time-saving on the bags.
Also, the mix of Treasure seems to hit a pretty sweet spot this year. While I might echo some folks who suggested slightly fewer Legendaries, I really like the level of URs and Relics & "other"available.
A+++.
Would Treasure Again.
MasterEd's Prototype Sliders :
Good
Not everyone got to see these, but as a Grind DM I interacted with them quite a bit.
They're pretty sturdy, hold the tokens in well, and stack up in a cool cylinder when not in use.
I'd love to see True Dungeon consider these prototypes with an eye to eventually using them everywhere.
Especially with the number of valuable tokens people invest in, these would make a number of people much, much happier.
(They're also harder to "accidentally" take with you to the next room - and easier for the DM to count at the end of a combat)
Rob's Prototype Combat Board Lighting (Beholder's Backstop):
Good
Another excellent step to preventing token loss through combat mishap.
When I first saw the lighted backstop, I found it actually made combat harder, ebcause the light reflecting off the combat board made it hard to see the numbers on the board.
After Rob made some tweaks, it became a lot easier to use, and I hear the DMs had an easier time seeing the tokens & calculating damage, too.
I don't know how practical it would be to include these on all the combat boards (they won't stack easily) but anything which makes it easier to calculate damage, while making players less likely to stall combat to look for a token overboard, is good.
Meta-Puzzle (Path of Runes) :
Excellent
Alright, I am biased on this one... but I really liked having the chance to solve this year's meta-puzzle.
For those who don't know what I'm talking about: There was a river of lava just to the right when you came into the storyscape (it was partially hidden beyond a rock wall) which had a series of runic stepping stones across it, and there was a clue on the wall that meant very little - unless you'd also seen the Christmas Clue (something Jeff posts on the forums every year on Christmas Day).
This was the culmination of a multi-year meta puzzle which some of us (particularly Laz & Mike Steele and I) have been trying to solve. We flubbed it last year (translating the glyphs late Saturday to discover they said, "Insert Fish by Noon Day 3") so we'd all booked extra time to work on the puzzle this year.
When the time came, we crossed the path, balanced on our stones, and waited. And waited. And waited. (I think Jeff was a little tied up?) but eventually we were surprised by a stony hand which burst out of the very rock walls (taking advantage of a crack in the seams ; ) and we were able to make our trades, to get a cool prize.
Unfortunately, we've no idea what the prize(s) do. So, there should be some fun times yet, trying to figure that out.
I'm hoping, now that this multi-year puzzle is done, that the meta-puzzle will become something solvable by a wider audience again. Or perhaps a new multi-year puzzle will start, with new participants wracking their brains on a yearly basis
Over all: Another
EXCELLENT year. True Dungeon remains my highlight of the Con.