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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.
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TOPIC: 2014 Dungeon Building and Tear Down

2014 Dungeon Building and Tear Down 8 years 3 months ago #1

I enjoyed my time spent building up the dungeon and I found myself a little sad to tear it down. Overall everything was great and I think I might have a few suggestions that may improve effeciency and safety for the build / tear down in 2014. As for effeciency, many people did not know where to get something or where to put up something. A lot of the packed items were labeled great, however the tree poles and the cross beam carts looked about the same. Maybe a large number on the side of the carts can separate the 4',8',10' and tree poles. Symbols and numbers tend to catch people's attention. The maps for the dungeon seemed very busy. Would it be possible to make overlay maps or separate maps for the skeleton, the electrical and the decoration as well as the final major map. It seemed many of the experienced builders had some trouble interpreting the map at times. As for safety I saw several near misses, minor cuts and bruises on my co-builders. It may be a good idea to have the build crew sign liability waivers similar to those that the dungeon participants have to sign to run the dungeon. Some of the injured builders did not seek attention for their wounds because they either did not know where the first aid kits were or they did not want to walk all the way back to the props area. I think distrubuting 4 first aid kits one on each wall and one near the bathrooms would improve compliance with first aid treatment.
I found a few of the step stools that needed to be retired due to cracks in the plastic.
I am sort of suprised that we tore down the dungeon in relative darkness. When working overhead and lowering the roofing metal down to people below in the dark seemed dangerous. I know we can not turn on the building lights because it would disturb the paying customer from finishing the dungeon but I think some of the stationary halogen spot lights on stands would be a good way to provide limited lighting. I am looking forward to next year's build and well lots and lots of tokens.

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Re: 2014 Dungeon Building and Tear Down 8 years 3 months ago #2

Very good points. I was also surprised about the tear-down happening in the darkness. I was in one of the next-to-last runs, and even when the final run behind me finished the lights were still off. When I left the gaming hall 20 minutes later still, they were still off.

As things are miraculously timed down to the minute, it should be widely known at what time the last run finishes. I think it'd be simple to specifically, explicitly assign one person the task of learning the exact scheduled minute the last run is set to end, and to be responsible for turning on the hall lights at that time.

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Re: 2014 Dungeon Building and Tear Down 8 years 3 months ago #3

I was working with Jeff during teardown who was literally counting down the minutes until the lights would come back on. I believe if there was a delay it was on GenCon's end either of turning them on or of them warming back up.
You either discover a star or you don't. You arrogant punk.

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Last edit: by jedibcg.

Re: 2014 Dungeon Building and Tear Down 8 years 3 months ago #4

The lights came up when they were supposed to. We were trying to let the last groups get out before turning up all the lights.

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