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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: Kurtreznor 2013 Review: Lighting

Re: Kurtreznor 2013 Review: Lighting 6 years 3 weeks ago #13

  • TJRat
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Hmmm.... Next year, a desertscape, or at least above the clouds heading towards one - light bleed over could be a moot point.

As for the coaches rooms, if you were under one of the lights you were okay - if you were on the end of the table you couldn't see your tokens. Overall more light than last year, just needed adjustment.
You still got hit points! Get back in there and fight!!

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Re: Kurtreznor 2013 Review: Lighting 6 years 3 weeks ago #14

TJRat wrote: Hmmm.... Next year, a desertscape, or at least above the clouds heading towards one - light bleed over could be a moot point.

As for the coaches rooms, if you were under one of the lights you were okay - if you were on the end of the table you couldn't see your tokens. Overall more light than last year, just needed adjustment.


That was my comment. If it is the desert it better be as bright as the sun. That would be a relief. My other thought was one room dungeon- The Zephyr Deck. Toss some ropes in for a puzzle, then you're attacked. Ship wheel rolls out for puzzle, then you're attacked. ( I probably just ponied Eric's Grind)
Tinker, Gnome, Wizard, DIE!

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Re: Kurtreznor 2013 Review: Lighting 6 years 3 weeks ago #15

one thought i had re the airship dungeon was that it could be partially below deck fighting from room to room after it was boarded, fixing busted gnomish technology puzzles, etc.

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Re: Kurtreznor 2013 Review: Lighting 6 years 1 week ago #16

As my first time to experience TD this year, I read about some village ore something where you can experiece aspects of TD before your runs or during any downtime.

It was so dark, I could not see anything, could not find this village area until running across it after my first run. And even after finding it, I could not see the point since it was nothing but dark, hard to see, impossible to read signs, and other issues to even know what to do.
while (horse(state) == 'dead')
{
beat();
}

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Re: Kurtreznor 2013 Review: Lighting 6 years 5 days ago #17

TJRat wrote: As for the coaches rooms, if you were under one of the lights you were okay - if you were on the end of the table you couldn't see your tokens. Overall more light than last year, just needed adjustment.


If everybody shows up in the coaches room with one of these next year, maybe they'll get the hint:

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