Welcome, Guest
Username: Password: Remember me
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.

TOPIC: Feedback Needed on New Coaching Room Ideas

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #25

I'd think the posters could be designed so they fit in with the ambiance of the room. Maybe with a sign saying "equipment available at ye old True Dungeon Shop" or something like that :)

Please Log in or Create an account to join the conversation.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #26

Seth Murray wrote: My issue was always having the Coach cutting it down to the very last second recording the gear of the party. I think the new table shape should assist in that, but I still worry that the stress of getting all the tokens recorded will spoil the atmosphere a little. Any chance of having a "roaming" coach that could go from room to room that hasn't started yet, and if people are in there early and ready to show tokens, can get a head start on that process? Or possibly have the party card at the "Event Start" area, and once you have picked up your wristband, you can also show the tokens for that wristband at that time.


Cutting it down to the last second is a result of the following:
1) New coach
2) Party comming in late
3) Party getting filled by wait list
4) Party debating what character class to play
5) players with 50+ tokens without a pre-printed sheet
6) all of the above

These can all be factors in "...spoil the atmosphere..."

A roaming coach would be useful but I think the flaw is lack of coaches in general.

Trying to show tokens at the wristband time would be chaos.

Having pre-printed player cards and party cards always speeds things up. Brand new folks don't have many tokens so that shouldn't be a problem, its the repete customers that have aquired a fair number of tokens that slow things down. Addressing this will address one of the major issues.

As for issues 2,3,and 4 these could be soved by the new room system and having folks turn up early. More time to pick and debate class choices. More time to sort out no-shows.

The previous setup required folks to sit at a table and most got their stuff out, they then had to pack it all back up and move. This ate up time that should now get resolved. It should also reduce the chaos a bit.
Sweet a combat room, we won't take damage!

Please Log in or Create an account to join the conversation.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #27

valetutto wrote:

Seth Murray wrote: My issue was always having the Coach cutting it down to the very last second recording the gear of the party. ...


Cutting it down to the last second is a result of the following:
1) New coach
2) Party comming in late
3) Party getting filled by wait list
4) Party debating what character class to play
5) players with 50+ tokens without a pre-printed sheet
6) all of the above


As a first-timer last year, I was 'bit' by the amount of time listed for the event vs. the actual time needed. So might I suggest to solve the pressed-for-time issue, just slide the whole schedule by 2 or 3 of those "12-minute" chunks.

In other words, if the first run of the day is at 9:00am, have the event schedule (and tickets printed) showing the run starting at 8:36am. This solves the problem of getting people there 'early' (esp. newbies) because they think that is just when it starts, so they will be there. Now you've got an extra 24 minutes before you actually start at 9:00 (when you start filling out the party card, right?)

Of course, the event length needs to be more accurate too :) so others (like me) that try to do back-to-back runs know it really will be 2.5 hours (if not 3 hours, with such built-in 24-minute padding as I suggest).

((edit -- plus once the start time of 8:36 has passed, you've got 24 minutes to wrangle up generics/stand-bys, too!))


MATS: Ok, since I'm replying I'll add my comment/perspective on the mats, too. As a new player, yes indeed I was overwhelmed by all the slots on those mats.

Maybe you could have a double-sided mat, with the backside an overly-simplified mat, just saying: Armor here, weapons there, misc in this spot (if you even have such). As a new player, that's all I was worried about -- what weapon we had, and what armor was used. Plus a couple potions/scrolls, and that was it. I wasted too much time just trying to find the right 'spot' to put such-and-such token, when the wrangler just needs to see it.

Now, if flipping mats is a bad idea (sir, you'd be better off using the other side, flip, oops there goes some tokens...), then just get out the old yellow highlighter. Just encase the primary weapon/armor sections of the complex mat in yellow boxes (as if highlighted) and tell new player to just worry about those areas of the mat. (and with a corner for 'others' in yellow, it should be simple enough for their 4-5 tokens anyway).

Please Log in or Create an account to join the conversation.

Last edit: by Steve Jensen.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #28

Xavon wrote:

Jeff Martin wrote:

Xavon wrote: The grey rectangles represent the token mats, right?

I like going back to the separate table for each time slot.

Will there be someone who takes over for the coaches in the training/practice area, or will the coach stay with the players the entire time? Either way it will take at least three coaches per side for this.

Maybe there should be a small dresser/cabinet/chest by the door with the player cards, and the lights and clips can be put on top. Hopefully something that won't break the bank, or suspension of disbelief.

Lighting was an issue this year, hopefully this can help alleviate that.

Really good idea, overall.


Yes, the gray areas are the token mats.

We will work out the flow later -- but either way would work.

I think the tables will just be re-stocked by a traveling Coach Asst. who will have a rolling cart of supplies.


I was just thinking of the coaches having to run back for fifth level cards all the time this year. Or will those be automatically included in the party card set this year?



There should be a supply in every room.
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

Please Log in or Create an account to join the conversation.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #29

Thanks for the great feedback and ideas. I am glad it appears to be a good idea. I am hoping to make each Coaching Room have lots of info on the walls including pre-event backstory. The idea of explaining and promoting tokens there is a good idea, too.

We are tinkering around with changing the token mats a bit -- including a double-sided configuration with a more fun and basic classic "Equip Your Character" side that would look like the classic Inventory screen of most RPG computer games. We want to make it fun for someone with only a pack of tokens -- if possible. More details later.

Thanks again for the feedback!
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

Please Log in or Create an account to join the conversation.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #30

Tim Shipman wrote: As for stool or mat, have both available and let each coach decide. They'll be working for several hours each shift, right? Shouldn't be too much swapping out.

Issues I see relating to that idea:
  • Because there are five rooms and two coaches, a coach will be in a specific room for 24 minutes but won't return to that room until almost two hours later. In the interim, another coach will use that room and that coach may not want the same setup.
  • Where would the mat be stored? It can't be put behind the players because it would either be a trip hazard or possibly be damaged by the chairs.
  • Coaching time is precious. It may not sound like much of a time sink to remove/replace the mat & chair, but that could be the difference between completing the part card on time or not.

Mike Steele wrote: Maybe have large posters in each room of the 2013 Token Set... That might be a great way to build enthusiasm and awareness of the tokens.

Picc wrote: On that note I wouldn't mind a bit of advertising for the PYP program accompanying the token poster.

I'm all for promoting tokens and token sales. However, I don't think promoting tokens in the training room is the appropriate place. Newbies are overwhelmed enough as it is. I think big shiny posters would only serve to distract from the time-critical task at hand.
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously

Please Log in or Create an account to join the conversation.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #31

  • TJRat
  • TJRat's Avatar
  • Away
  • 10th Level
  • Supporter
  • Yeti Cleric; Mercenary Druid
  • Posts: 679
Druegar - My mistake. I thought the setup allowed for a coach assigned to one room for an entire shift - hence a possible mat/stool swap 2-3 times a day. If two coaches are sharing all five rooms, they could decide at the shift change how to configure the rooms and leave them that way. I suspect you'll find most coaches easy going enought to try either way.

I agree with the posters = distraction. Coaches room info should be mat/character set-up only. My idea of an info table out front could include token posters, as well as info signs explaining the mats (ie - find your tokens that say 'AC +X' - they'll go in this area...).
You still got hit points! Get back in there and fight!!

Please Log in or Create an account to join the conversation.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #32

My only real concern with token posters and advertising is "support" questions. If you put up a poster saying 'come buy our tokens', expect some questions to come up about costs and such. This is not a bad thing and I'm not opposed to it but it could eat time and be a training point for newer coaches. Now if the posters contain the answer to all the questions that could come up thats fine. I'd still worry about players turing up at the last second due to wait list stuff and wanting to read all the backstory stuff.

I can imagine now, you put some clue to a puzzle on a poster and players complain they didn't get a chance to read it because they were rushed. :(

I like the idea of listing the event times starting sooner and running longer then currently listed. I would't go the full 24mins but I would say 12mins. This would "force" people to turn up early and make sure back to back runs have more wiggle room.
Sweet a combat room, we won't take damage!

Please Log in or Create an account to join the conversation.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #33

valetutto wrote: My only real concern with token posters and advertising is "support" questions. If you put up a poster saying 'come buy our tokens', expect some questions to come up about costs and such. This is not a bad thing and I'm not opposed to it but it could eat time and be a training point for newer coaches. Now if the posters contain the answer to all the questions that could come up thats fine. I'd still worry about players turing up at the last second due to wait list stuff and wanting to read all the backstory stuff.

I can imagine now, you put some clue to a puzzle on a poster and players complain they didn't get a chance to read it because they were rushed. :(

I like the idea of listing the event times starting sooner and running longer then currently listed. I would't go the full 24mins but I would say 12mins. This would "force" people to turn up early and make sure back to back runs have more wiggle room.


I hope there are never clues in the training / coaching rooms again. I think most people aren't really looking for clues until the actual Dungeon starts, and it seems unfair to have needed information before that. I think the Dungeon really kicks off when the NPC comes in at the end of the training room :)

Please Log in or Create an account to join the conversation.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #34

Jeff Martin wrote: I am hoping to make each Coaching Room have lots of info on the walls including pre-event backstory. The idea of explaining and promoting tokens there is a good idea, too.

Please, no! :(

Maybe one poster with a short backstory, and the NPC who appears at the end of the training room could reiterate the short background. But that's it. Everything else (preferably, everything) should be inside the dungeon proper.

And I suggest the end, where people turn in the party card and collect their participation tokens and such, would be a much better place to advert token sales.

Jeff Martin wrote: We are tinkering around with changing the token mats a bit -- including a double-sided configuration with a more fun and basic classic "Equip Your Character" side that would look like the classic Inventory screen of most RPG computer games. We want to make it fun for someone with only a pack of tokens -- if possible. More details later.

This sounds awesome! I think it will not only be easier to understand, but also require less printed text, and would still be quick for coaches to scan for the purposes of calculating AC, to-hit, etc.

Please Log in or Create an account to join the conversation.

Last edit: by Garrison.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #35

Garrison wrote:

Jeff Martin wrote: I am hoping to make each Coaching Room have lots of info on the walls including pre-event backstory. The idea of explaining and promoting tokens there is a good idea, too.

Please, no! :(

Maybe one poster with a short backstory, and the NPC who appears at the end of the training room could reiterate the short background. But that's it. Everything else (preferably, everything) should be inside the dungeon proper.

And I suggest the end, where people turn in the party card and collect their participation tokens and such, would be a much better place to advert token sales.

Jeff Martin wrote: We are tinkering around with changing the token mats a bit -- including a double-sided configuration with a more fun and basic classic "Equip Your Character" side that would look like the classic Inventory screen of most RPG computer games. We want to make it fun for someone with only a pack of tokens -- if possible. More details later.

This sounds awesome! I think it will not only be easier to understand, but also require less printed text, and would still be quick for coaches to scan for the purposes of calculating AC, to-hit, etc.


From what I've seen in the exit area, people leave so quickly they wouldn't spend much time looking at posters of tokens there. However, in a coaching room where they may spend 1/2 hour, they might take the time to look at the tokens, maybe spark their curiosity for later.

Please Log in or Create an account to join the conversation.

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #36

I think the full-spread board of the 2012 tokens out in the cityscape area by the tavern caught a lot of peoples' attention. Maybe moving that to somewhere more front and center?

I just don't like the idea of even more distractions in the coaching/training area.

Please Log in or Create an account to join the conversation.

Time to create page: 0.100 seconds