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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.

TOPIC: True Dungeon 2013 Experiences

Re: True Dungeon 2013 Experiences 10 years 8 months ago #25

I used 3 potions of leaping attack on the two runs I did (gave one to Raven) and they worked fine. I don't see why the quicksand that it was above would have prevented you from attacking with the potion. The quicksand didn't cover the entire room or everyone would have been stuck in the quicksand, and it was only the case when you moved up to try and attack it you would get stuck.

So they way I see it you "leap" across the quicksand and strike the wisp and land on the other side and continue to do this.
You don't have to outrun the monster, just the guy next to you - The buddy system.

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Have you checked the Token DataBase ?

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Re: True Dungeon 2013 Experiences 10 years 8 months ago #26

Garrison wrote: Those who tried to use the Fizzy pack and/or Potion of Leaping Attack on the Will 'o Wisp were also denied. It's pretty frustrating when tokens which are used in interesting and believable ways are flatly denied simply because those potential uses were not anticipated. Though, I suppose we can't expect every DM to be experienced and quick enough to come up with responses to unexpected player actions, while at the same time making sure that by doing so the puzzle or combat isn't completely bypassed.


In the WoW room, you should have been able to use the Potion or Pack as long as you were not in the quicksand or the pit. Sorry if there was any confusion with the DMs.
meh

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Re: True Dungeon 2013 Experiences 10 years 8 months ago #27

MorningstarZero wrote:

Picc wrote: I disagree with but can see not letting someone use boots of water walking to get over the river because it bypasses the entire puzzle but disallowing a leap attack or lifting pack attack on the willow wisp just seems wrong. Your not bypassing anything, those two items are designed to allow you to melee a ranged mob which is what the wisp was. I'm going to have to assume that one was a mistake on the part of the DM as I just cant wrap my brain around it any other way.

I had a somewhat similar experience with the Wisp. I used a Pouch of Tulz/Potion of Leaping Attack to get a pair of melee attacks off as a Ranger... as I setup to slide a second time, I was told that the potion had worn off (nothing was said it being a terrain issue) and I had to use Ranged attacks.
Confused, I double checked PoLA on Token DB and verified it should have lasted the entire combat. The GM told me after combat he had goofed and it was in the module that PoLA was not supposed to work in this room (though he failed to expound on why, due to the 1 minute warning sounding).


Per our write up for the wisp room, both fizzy pack and potion of leaping attack should have worked, with the potion for the entire battle. I had several used and the players were quite happy. Never had anyone use the pack.

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Re: True Dungeon 2013 Experiences 10 years 8 months ago #28

Fizzikx wrote: Favorite Players: SageSTL, JediBCG, MorningStar Zero, Brad, Ramsildor, Adeya, Shady, Harlax, Dave, the n00bs (Rob and Tharwin), Landspeeder, bpsymington, tjratt, picc, EN, and many many others.


Well, thanks to you for putting the Synergy runs together. Not quite sure how I made it on your list since I wasn't on any runs with you. But I did have a blast running with SageSTL on two runs. Thanks to Sage and crew for helping out my son as a last minute fill on one of our runs.

I believe our Thursday morning group was one of the first to leave a duck for the next party to find.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Last edit: by Harlax.

Re: True Dungeon 2013 Experiences 10 years 8 months ago #29

Harlax wrote:

Fizzikx wrote: Favorite Players: SageSTL, JediBCG, MorningStar Zero, Brad, Ramsildor, Adeya, Shady, Harlax, Dave, the n00bs (Rob and Tharwin), Landspeeder, bpsymington, tjratt, picc, EN, and many many others.


Well, thanks to you for putting the Synergy runs together. Not quite sure how I made it on your list since I wasn't on any runs with you. But I did have a blast running with SageSTL on two runs. Thanks to Sage and crew for helping out my son as a last minute fill on one of our runs.

I believe our Thursday morning group was one of the first to leave a duck for the next party to find.


Your continued support of the group and awesome demeanor on the forums earned you a mention this year, Harlax ;) Perhaps we can meet up in person next year =) Thanks again for participating in Team Synergy this year!
Preminant Resident of the State of Confusion
Part-Time Cat Herder

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Re: True Dungeon 2013 Experiences 10 years 8 months ago #30

Hey All;

Just Finished GenCon this year with my Fiancée and just wanted to give our 2 cents on our experience.

We played both Lycans Afoot (Combat - Thursday 12:12) and Golembane (Combat - Friday 9:26) on Normal. Our tokens were limited and with 2 previous true dungeons under my belt and it being the first time for my Fiancée.

OK, overall, we both HAD a total blast. It was just fun fun fun. And we look forward to doing it again. One of the highlights of our trip to GenCon.
But, sigh…there is always a “but” isn't there… We do have the following suggestions to make the experience even better. Please take these suggestions in the best way possible, we are not trying to criticize the experience, but rather improve it.

1. Sometimes it would be nice, say in a puzzle room, to have a bench to sit a second and gather yourself. The event lasts for 2 ½ hours and that’s a long time to be on your feet during the GenCon where you have already been on your feet for many hours. A bench would do a lot for resting for a sec to keep the experience fresh and enjoyable. Please, add a bench in a few rooms. I know my back would have appreciated it.

2. The end process, when you complete the adventure and you are then corralled into this pitch black room with 100+ people all standing about waiting for the 99 people ahead of you to get their rewards. COME ON!!! 45 minutes of standing, standing, standing and doing NOTHING while the reward process takes 10 minutes a person because there are just two guys doing the end tally and the computers aren't working as intended. It REALLY sours the whole experience. Seriously. After all the hard work you put in the adventure to end on such a cluster mess is REALLY disappointing and takes the wind right out of your sails. On Saturday it do go faster, thank god, where they just handed you the reward token and got you out of there. But it still took 20+ minutes. Remember what I said about a bench??? Yea, that would have been SO appreciated in that room especially. And I had to pee SOooooooooooOOoOoOo Bad, but I was afraid if I left I wouldn't get the end rewards. Lol. Oh well… But seriously, you guys HAVE to come up with a better process for the end registration. Maybe the party sheet can just have all the information ahead of time on it like e-mail address, name, etc and you hand that in and be on your way and pick up your tokens for any rewards an hour or two later. ANYTHING, ANYTHING other than a dark room that gets fuller and fuller and hotter and hotter while you stand in idleness waiting for SOMETHING to happen so you can go and enjoy the rest of the GenCon for that day.

3. Looking at my player information on this site, I still do not see the experience points for this year’s adventures. Are they still coming or did the system blow up and now those experience points are lost?? I really would like to see an answer to this if possible.

OK, those are our suggestions. The adventures were GREAT! But the execution of the event as a whole could use some tweaking.

Thanks for your ears, I truly appreciate it
Doc

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Re: True Dungeon 2013 Experiences 10 years 8 months ago #31

Brian,

As on other parts of the forum about XP, TA Ltd will get them added in. Please give them a few weeks to added everyone into the system.

As for the XP room/desk we have made my suggestions to improve the room. I worked the XP desk, I had quite a few folks that need a bio break. I just told them go and come back to get their rewards or just jump up in line and we would get them out first. They seemed much happier!
Team Legacy
Yes I'm an Arneson you do the math.

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Re: True Dungeon 2013 Experiences 10 years 8 months ago #32

Overall this year was awesome. Ran with a lot of people I enjoy sharing TD with year after year and some new ones that I was able to match a forum name to face.

Both dungeons this year were cool, although I do have to say Golembane Puzzle was my favorite. I loved the balls in the walls room and the switch puzzle in particular. On the Lycan side, I also enjoyed the final puzzle.

The runs in general were very good. Our first run (Golembane puzzle) was a little shy on players (I lost one to GT and I was never able fill the last 2 spots). On our last designated Nightmare run, we only had 7 of the tickets. CmmdrWorf had 2 of them and the final ticket was somebody I have seen before but do not know their name or handle (if they are on the forum). This final person was the first challenge to Tobin being paladin and did not want to give up, trying everything from "I'm level 7" (which so was Tobin and once you are over level 3 it doesn't matter) to "I have a Holy Great Sword"). Tobin ended up victor mainly because he arrived first.

On one of our runs, we picked up two newbies from the floor and helped them run Hardcore. We even "loaned" (translation - showed) our extra Amulet of Wonder and Horn of Plenty which resulted in one of them drawing a Girdle of Frost Giant Strength. They had a blast and one of them took out the magnetic field and figured out how to disable the force cage (which had become rather annoying).

Our final run of the con was also a small bit bumpy in that a few people didn't show (one sent a replacement), but we still managed to have a good time.

The biggest disaster this year was the XP desk. Fortunately we had enough runs that we managed to get credit for the max XP, but even though the data was written on pieces of paper, two of the runs didn't make it to my experience list. They were eternally out of treasure tokens and we had to wait for them to refill (one of the downsides of so many treasure enhancing tokens).

Tobin couldn't pull monster trophies to save his life, but I managed to pull 2 of each with one extra on my first attempt. At that point, we switched over to the ultra rare / combat box. We pulled a couple of Rings of Heroism, a couple of Girdles of Frost Giant Strength and I even pulled a Horn of Plenty. A great haul compared to any previous year.

Now for my comments / suggestions overall....

1 - I concur with people who mentioned that the tree egg puzzle was not well designed for anyone with difficulty stooping. It also isn't easy for anyone who is wearing a costume that either impedes that level of flexibility or would potentially get very dirty on the floor. In contrast, the rest of the puzzles work well for most groups. Another problem I have with the tree egg puzzle is that even if you have the right strategy, the group may not have the dexterity to pull it off.

2 - I like the person's suggestions that the party card have what is needed to enter the exp into the computer and as long as we keep it to the RUBI number only, it would not add a significant amount of time to the coaching room. This would definitely speed things up. I also think that going with slips of paper instead of the treasure tokens would make that process faster, just as accurate and save the cost of making treasure tokens. As it turned out, the problems escalated to the point where these were done anyway at times.

3 - If you are going to have a designated monster trophy box, it needs to be seeded heavier with monster trophies. Someone shouldn't pull 45 tokens and not get a single monster trophy.

4 - Reduce the amount of situational tokens. I didn't actually go through to see if it was heavier this year, but as a coach I saw a *lot* of situational tokens on new players. When I finish with recording their info, they ask "what can I put away" and it is very distressing when so many of their tokens have a potential use in the adventure but are not recorded on the party card and you can only let them put a handful away. Sometimes only one. If you haven't run the dungeon yourself, you won't know what situations can arise and can't rule out things like traps or shock damage or fire damage. I had one person who admitted her short term memory wasn't the best and she was particularly worried about forgetting she even had the token. Another flat out said that it was BS how much they had to keep track of and asked me why we even have a party card if so much of it isn't on there. I had to suppress a comment since as coaches we are under the gun to record what we do and each year it seems we have more to record. I'm not saying get rid of all situational tokens, but we should keep them to a minimum particularly in the common and uncommon arenas. I doubt many people remember to use them anyway in the heat of the moment.

5 - Lighting needs to be improved in the coaching hallways. We had the very nice signs up to identify which room was which run, but anyone with low light issues would never have been able to read them.

6 - Overall the new coaching setup was awesome. Having a stool and being able to move freely within the U to collect information made this year amazing for the coaches. Although there were a couple of rooms where lighting still wasn't optimal, it was worlds better than last year. The new mats were a bit of a mixed bag though. While simpler for the customers to relate to, it did undo some of the improvements made to organize the enhancement types for easier recording. Having only two charm slots and three ioun slots did confuse some people. There is space on the mat for at least the remaining 2 ioun slots and perhaps the final charm slot. To aid in recording and to identify that someone was ready for recording, I had the players gently rotate their mat to face inside the U. This worked great and I would recommend to anyone who did not find a good method.

7 - The lighting in the training room should be improved. Those with low light issues were having problems seeing their items they were memorizing and the sliding board was often rather dark. We need to make sure there is a spare chair always for the trainer.

8 - The cleric bead board every year presents problems where multiple beads fall off during the event and the trainer has to keep track of them or the customers won't have one or more of the beads to memorize. The purpose of having the physical beads is to allow for tactile memorization, but having that many clerics feeling the beads continues to weaken its connection to the board. We may want to entertain a new strategy for the beads. Perhaps attaching them to a board similar to the bard and druid boards, but have them attached with a strong cable.

9 - Backboard issues on some of the sliding tables. One in particular was not functioning at all and tokens went flying into the hall where the table was stored.

10 - Consistency amongst GMs continues to be a problem year over year. This year, it was the lilac room and the water crossing rooms on the Lycan side and the gear room on the Golembane side that saw the most inconsistency. I'm wondering if perhaps having a trial dungeon run during training may help. Either that or do some mystery shopping.

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Re: True Dungeon 2013 Experiences 10 years 8 months ago #33

In response to the backboards I agree. I repaired mine twice, and someone else at least once in my room.

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Re: True Dungeon 2013 Experiences 10 years 8 months ago #34

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I do think though the backboards (which was just a piece of tubing taped to the end I believe) were better than we have had in the past.
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Re: True Dungeon 2013 Experiences 10 years 8 months ago #35

As a long time DM I can say that we do really try our best to stay consistent, though with the huge amount of tokens that can be put in play there are usually a few situations that we don't manage to plan for ahead of time and whichever DM gets put on the spot often has to make the call themselves before checking with our coordinators/directors so as to not take up the party's limited time in the room. In our Wednesday evening pre-Con meeting multiple general possibilities were addressed and discussed, but room-specific situations are discussed separately with just the DMs for that room and the Adventure Coordinators because nearly everybody on staff also plays and we do our best to avoid spoilers so I can't speak for any rooms aside from Golembane Seven (switch puzzle) and Golembane Six (which I was originally scheduled to DM but some late call offs and no shows resulted in me getting switched to Seven at literally the last minute at the start of my shift Thursday).

The only thing I had come up this year wasn't actually a token but a spell. Saturday evening I had a wizard player cast stoneskin on himself and, since it hadn't been mentioned and I hadn't had anybody try it before, I made a judgement call based on the wording of the spell on his character card and ruled that it did prevent damage from an incorrect combination to the puzzle. I forgot to check in for an official ruling from higher up after the party finished the room (that was a slip up on my part, I'll freely admit) and I only had one other player try the same thing, which I also allowed. I should probably go over to the DM section and ask about that for future reference...

I keep coming back because I truly love DMing for True Dungeon and watching hundreds of players go through combats, work at puzzles, interact with NPCs, etc. As a full time volunteer I spend a significant portion of my GenCon in the same dark room and I wouldn't have it any other way. We do our best to keep things consistent and fun for all of our great players but with all the possibilities in a game like this sometimes we get surprised and just have to do our best to keep things flowing (nobody wants to waste half their time in a room while the DM figures out the exact perfect answer). Hopefully we don't disappoint.
Everybody gets to make fortitude saves.  Again.  Also, mind your step to avoid the pixie, lest you risk eldritch immolation.

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Re: True Dungeon 2013 Experiences 10 years 8 months ago #36

Amorgen Burke wrote: 8 - The cleric bead board every year presents problems where multiple beads fall off during the event and the trainer has to keep track of them or the customers won't have one or more of the beads to memorize. The purpose of having the physical beads is to allow for tactile memorization, but having that many clerics feeling the beads continues to weaken its connection to the board. We may want to entertain a new strategy for the beads. Perhaps attaching them to a board similar to the bard and druid boards, but have them attached with a strong cable.


not sure what you mean by 'attaching them to a board...'. but what i just thought of, instead of glueing the beads to the board, put each bead on a little piece of string, drill two small holes under each label on the board (ie. charity, honor, etc), and run the string through and tie in the back. it would have to be good string that isnt going to break from constant handling, but hopefully people arent too forceful when messing with the beads.
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