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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: Room layout change to help trading next year

Re: Room layout change to help trading next year 10 years 8 months ago #25

Seth Murray wrote: It's not a union issue, but the electrical is very particularly diagrammed to make sure everything is powered efficiently and nothing gets too much current. I think a Bazaar could be accounted for, but there would have to be significant thought pit into the location of the floor plates, and placing of it so it doesn't interfere.


I can certainly empathize with this. Designing the haunt, we have everything calculated down to the milliamps they will pull to make sure everything gets the power it needs. With lights, air compressors, animatronics, speakers, projections, and other equipment getting powered, getting it all right is a big deal. (We ran the whole show off 1 generator, so our other challenge is when we add something, either making sure it's still in specs, or removing something from the show to make up the amperage.)

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Last edit: by Robert Thomson.

Re: Room layout change to help trading next year 10 years 8 months ago #26

Harlax wrote:

Druegar wrote:

Robert Thomson wrote: Roofs are likely a firecode issue.

You are correct.


By which you mean required to be sprinkled (and perhaps with smoke detectors) which is insanely expensive.


That is the downfall of many haunted houses that don't pay attention to the codes when designing.

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Re: Room layout change to help trading next year 10 years 8 months ago #27

Garrison wrote: I wonder if some sort of sheer fabric draped over the rooms would suffice.

If it is sheer enough (maybe even as open as a military cargo/camo net) I doubt anyone could claim it would be blocking the sprinklers or smoke detectors. At the same time, even that mild level of "overhead oppression" would significantly improve the dungeon feel. Such ceilings could be left off as appropriate of course, such as in this year's outside Lycan's adventure.


Believe it or not, under most jurisdictions (Including the state of Indiana if I recall correctly from haunts complaining) that is a roof.

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Re: Room layout change to help trading next year 10 years 8 months ago #28

Well then. Perhaps we will have to get creative.

If you pump dry ice or smoke machine fog into the rooms, maybe the resulting haze will make everyone unaware of the lack of a roof? :P

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Re: Room layout change to help trading next year 10 years 8 months ago #29

wow a scrim would count as a roof if hung horizontally?
Sweet a combat room, we won't take damage!

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Re: Room layout change to help trading next year 10 years 8 months ago #30

Garrison wrote: Well then. Perhaps we will have to get creative.

If you pump dry ice or smoke machine fog into the rooms, maybe the resulting haze will make everyone unaware of the lack of a roof? :P


Fog machines was something I wondered if they had been used in the past.
With pretty much no airflow in the hall, you'd have to be very careful. The walls weren't made to contain fog, so it would be everywhere. It would probably have to be limited to specific props instead of environmental effects.

And that is if that isn't a firecode/safety issue too.

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Re: Room layout change to help trading next year 10 years 8 months ago #31

valetutto wrote: wow a scrim would count as a roof if hung horizontally?


In many places, yes.

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Re: Room layout change to help trading next year 10 years 8 months ago #32

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Garrison wrote: If you pump dry ice or smoke machine fog into the rooms, maybe the resulting haze will make everyone unaware of the lack of a roof? :P


Hmmm.

This brings to mind one year of TD (when we were in the Marriott Ballroom) where the fog effects set of the smoke detecotors and the event had to be halted (and several groups led out of the hall through emergency exits IIRC) while a crew of Indianapolis Fight Fighters toured the dungeon making sure everything was safe, before things could finally return to operation.
"THERE WILL NEVER BE A TOKEN EQUAL TO A GOOD BRAIN!"- Smakdown

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Cranston's Character Generator for iDevices or Android
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And the ever-useful Token DataBase , expertly maintained by Druegar.

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Re: Room layout change to help trading next year 10 years 8 months ago #33

Robert Thomson wrote:

valetutto wrote: wow a scrim would count as a roof if hung horizontally?


In many places, yes.

I'm sure you're right about it not being allowed at Indy. But it'd be nice to investigate and find out concretely. Any ideas who/where to inquire?

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Re: Room layout change to help trading next year 10 years 8 months ago #34

Wow... I am impressed by the sheer number of good ideas presented here. Most of the time when I read forums there is always at least a troll or two that just ruins an otherwise excellent thread.

Back on topic... what about just having a couple of tables and chairs outside the True Dungeon area for people to use to sort the boosters they just bought or do some trading? That would:

1) Possibly attract the interest of new players and help draw them into the TD experience.

2) Would solve the lighting issues that plagued trading inside the TD area this year.

Like many others I love the idea of a "village" located in a separate from the "dungeon" area. Ideally it would have:

A) A Tavern. Not only could you buy your drinks here but it would be an IDEAL place for the folks who dress up and sing at GenCon to come and strut their stuff. I see them every year at GenCon. Most, if not all, of them were either kilts or pirate outfits.

B.) Ye Ole General Store. This is where you would buy the stuff that TD sells. Boosters, flasks, etc.

C) The Marketplace. This is where traders could setup shop.

D) Guildhall. This would be for members of the AG.

The advantage of having such a place is that it would free up space in the dungeon area and allow you to either have bigger rooms in the dungeons or more dungeons. Or both.

Obviously this would require a lot more effort than just simply putting out tables and chairs just outside the TD area but I still think it would be worth it. The Tavern would get customers who weren't doing TD and this would help improve the revenue for TD.

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Last edit: by Malcar. Reason: Part of my post got turned into an emote by accident...

Re: Room layout change to help trading next year 10 years 8 months ago #35

i really dont like the tavern idea(drinking part). while playing Thurs and Friday, I could tell some people heading into the dungeons, were partying for a bit before.


If you are going to have it, have it like it use to be..at the end. Where people dont see it until then.

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Re: Room layout change to help trading next year 10 years 8 months ago #36

This year was my first year and honestly I had a hard time trying to find the area where I could ask about trading my gp or other items for tokens. When I saw people at the front tables it wasn't clear what they were there for and I was a little hesitant to walk up to them and "bother" them as the area wasn't marked or anything. I went ahead and did so and traded my 200 or so gp for rare +1 bracer. Glad I asked.

For what it's worth I like the idea of a more clearly delineated area for trades and traders. Part of what was so cool last year, where I didn't play, was walking in and seeing this village like area. It is partially was inspired me to investigate TD more and then sign up for the first time this year. If other walk-ins and newbs can see and even visit an area where activity and commerce is taking place outside the adventure itself, I think it definitely makes the endeavor that much more alluring and is a good form of advertisement. Of course it also makes the fun of trading tokens an event in and of itself.

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