Welcome, Guest
Username: Password: Remember me

TOPIC: General Feedback on Runs

General Feedback on Runs 1 year 11 months ago #1

I looked and assuming I missed a feedback thread but I wanted to put this out there as one DM really needed the feedback

9:38 PM Run of Dancing on Friday - Normal

I believe 3 of us had played before and the rest were new players. The new players were very under geared going in and we new it was going to a little rough. I only had so many tokens and my friend with the ticket was running late so we got in the gear room late with about 15 minutes before run start.

Great first puzzle this year, worked for getting a new group to work together and not too hard.

The issue we ran into was with a DM with the first "necklace room". A party before us had grabbed the barbarian slider, We figured out we were just using the Monk and move on. The DM couldn't get over it. We did our first slide and he left the room to track it down. Came back, 2nd slide and left the room again. Overall he was out of the room 4 to 5 minutes as we stood there in combat waiting for him to check.

I know there are radios in area and he could have called in for a new slider to be dropped of. He was hung up on getting that one back. We found a 2nd one a couple of rooms later.

It was frustrating as we had 1/3 of the combat time taken away, our wizards got the 2/round damage for the or 4 rounds we had and then got the push damage. I asked him if he could cut us a break since he was out of the room for a 1/3 of the time and he shrugged and said that is how it goes..

The new players had fun but as soon as we left that room there were quite a few negative comments.

Mike

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

General Feedback on Runs 1 year 11 months ago #2

If only they gave every DM a radio, and trained them to wear them at all times, and use them when they need help...

Oh, wait, they do. I assume it was a new DM who didn't know any better.

P.S. you control your own damage. Just sayin'
barkley.neo.rr.com -->see my trade thread HERE , my eBay store HERE or my web store HERE
"Ceci n'est pas une pipe" - Magritte

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

General Feedback on Runs 1 year 11 months ago #3

I have done a few True Dungeons before and usually enjoy myself despite the small hiccups in microphones being out or a less the spectacular room. But this year both parts of the adventure seemed rushed. The majority of DMs we're rude, even though we did have some all stars in there.

What it comes down to is unless True Dungeon starts testing these puzzles in the same timeframe as a normal convention with novices and beginners then I am probably selling my tokens and out.

You never have a group that has worked together before. So just trying to figure out how to work together takes time. So does explaining everything to new people. This means at most 8 mins to solve a puzzle. Then you are rushed in a room because they need to catch up.boom outta time. Even if you figure out how you don't have enough time to do.

Please test with different levels of experiences and with groups that don't know each other all under a time crunch.

Secondarily the quality of the second Dungeon was 10x the first. It would be great if both dungeons were of the same high level of scenery and build quality. The brambles just looked cheap and it really took me out of it. All the actors were great, not that I need a PG-13 true dungeon but whatever not a deal breaker.

Better user acceptance testing is a deal breaker.

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

General Feedback on Runs 1 year 11 months ago #4

I'd have to agree with this assessment in terms of feeling a bit more hurried vs. years past and that the build quality of the Dancing dungeon was much much better than Moongate (although the first room of Moongate was great with the tree and NPC).

I felt the DM's overall did a great job though, we didn't have any rude ones.

It would be nice to have more time in each room but I know there are constraints.
"Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world." - Albert Einstein

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

General Feedback on Runs 1 year 11 months ago #5

Interesting - I thought the puzzles this year were perfect - especially in dancing among the stones.

Our group solved three of them, and went just about to time on all three, which I think is sort of what you want.

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

General Feedback on Runs 1 year 11 months ago #6

On the dancing side the "unlock the chest" puzzle was great, as was the "put everything back in its place". The path of travel puzzle our group didn't have a chance of solving that one. When the DM running the room saw we were having issues, she asked how many had played before, and really tried to help. She wasn't blatantly saying this goes here, but more of the how many obtuse/acute angles, etc.

She did tell us afterwards we were getting closer to figuring out the starting city, but after the start in that room we were not going to get it. I think a group that knew each other would have a better chance of finishing it.

We did have a couple of awesome DM's. My favorite was in dragon room that had a lot of flare and story telling of the combat. The two dm's in the last room did a great job on our run as well.

I will have to ask my friend that was one of our wizards his thoughts. He got a necklace every room you could get one in and that knocked his spells out of combat for awhile.

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

General Feedback on Runs 1 year 11 months ago #7

Snuble wrote: On the dancing side the "unlock the chest" puzzle was great, as was the "put everything back in its place". The path of travel puzzle our group didn't have a chance of solving that one. When the DM running the room saw we were having issues, she asked how many had played before, and really tried to help. She wasn't blatantly saying this goes here, but more of the how many obtuse/acute angles, etc.

She did tell us afterwards we were getting closer to figuring out the starting city, but after the start in that room we were not going to get it. I think a group that knew each other would have a better chance of finishing it.

We did have a couple of awesome DM's. My favorite was in dragon room that had a lot of flare and story telling of the combat. The two dm's in the last room did a great job on our run as well.

I will have to ask my friend that was one of our wizards his thoughts. He got a necklace every room you could get one in and that knocked his spells out of combat for awhile.


Based on what we told at Riddle Reveal, who go the necklace in the first room was based on order of entry into the room. In Room 7, the design was to prioritize spell casters and bard.
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

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

General Feedback on Runs 1 year 11 months ago #8

I agree the Dancing townscape was awesome as was the standing stones and the scrael. I saw many Bast's, and they ALL did a great job!!! The Moongate first room was great, but the rest was definitely thinking inside the box. Not to beat around the bush, but Holly and the Dracus were great too. Again, the Fae all did a great job.

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

General Feedback on Runs 1 year 11 months ago #9

Snuble wrote: On the dancing side the "unlock the chest" puzzle was great, as was the "put everything back in its place". The path of travel puzzle our group didn't have a chance of solving that one. When the DM running the room saw we were having issues, she asked how many had played before, and really tried to help. She wasn't blatantly saying this goes here, but more of the how many obtuse/acute angles, etc.

She did tell us afterwards we were getting closer to figuring out the starting city, but after the start in that room we were not going to get it. I think a group that knew each other would have a better chance of finishing it.

We did have a couple of awesome DM's. My favorite was in dragon room that had a lot of flare and story telling of the combat. The two dm's in the last room did a great job on our run as well.

I will have to ask my friend that was one of our wizards his thoughts. He got a necklace every room you could get one in and that knocked his spells out of combat for awhile.


I DM'd Room 4 Combat side and I just gave them to the first 5 in the room, I play a wizard most of the time and I can imagine getting one was not the ideal situation for them. I tried very hard to get through the NPC interaction and explanation of the necklaces as quickly as possible to give the groups the most time to fight the scrael

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

General Feedback on Runs 1 year 11 months ago #10

Stoner wrote:

Snuble wrote: On the dancing side the "unlock the chest" puzzle was great, as was the "put everything back in its place". The path of travel puzzle our group didn't have a chance of solving that one. When the DM running the room saw we were having issues, she asked how many had played before, and really tried to help. She wasn't blatantly saying this goes here, but more of the how many obtuse/acute angles, etc.

She did tell us afterwards we were getting closer to figuring out the starting city, but after the start in that room we were not going to get it. I think a group that knew each other would have a better chance of finishing it.

We did have a couple of awesome DM's. My favorite was in dragon room that had a lot of flare and story telling of the combat. The two dm's in the last room did a great job on our run as well.

I will have to ask my friend that was one of our wizards his thoughts. He got a necklace every room you could get one in and that knocked his spells out of combat for awhile.


I DM'd Room 4 Combat side and I just gave them to the first 5 in the room, I play a wizard most of the time and I can imagine getting one was not the ideal situation for them. I tried very hard to get through the NPC interaction and explanation of the necklaces as quickly as possible to give the groups the most time to fight the scrael

I had 2 very different experience's in this room. The first time the group before us seemed to take 3 of our minutes to leave the room, leaving us only 2 rounds of combat. Not ideal.
The second time was much, much better
You did an excellent job both times.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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

General Feedback on Runs 1 year 11 months ago #11

I too feel like there needs to be a specific run feedback thread or more honestly a complaint form to have action taken against a DM.

This is in reference to: THURSDAY MOONGATE (Combat Oriented) 2:36

I will try to keep this brief but in short one of the DM's in a room was incredibly rude to one of the new players, of which there were a few, for making the mistake of placing a wand in the wizard's weapon puck. A problem which arose from the fact that our information guy at the beginning as well as our combat trainer both seemed very disinterested in teaching us anything about playing.

Then this DM basically called one of our group members "stupid" and continued to belittle her for some time. We understand we are playing a game with rules, but if the rules are not explained don't call us dumb for not knowing them, we paid over 100$ to be there. This experience was so upsetting we almost left without completing the dungeon and very nearly did not go back for our other run the next day. We were willing to eat a 100$ loss rather than go back and deal with the incredibly rude people running the event again.

We were assured by our veteran friends that they always had a great time and we went back the next day and did really enjoy ourselves, but we were extremely soured on the experience from the first guy (I wish I had thought to demand his name).

If this game is going to continue to grow someone needs to be making an effort to be nicer to and more inclusive of newer players as well as doing a better job of screening DMs because this one guy very nearly cost true dungeon what could have been two happy repeat customers.

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

General Feedback on Runs 1 year 11 months ago #12

When it comes to time yes the 1st initial coach you meet when they fill out the party card it might seemed rushed when they have to look and confirm everyones tokens and put it on the party card, it might not seem that hard but it does take alot of time to fill it out mainly if party members have all the token slots filled, or in books or folders and dobt want to take them out which is rude against the coach and exspect them to look through 10 to 15 pages of tokens, they dont have alot of time to look at every token and put it in the party card, so yes the first coach might seemed rushed, also i heard when i was doing the training coach that i had given more information about playing then all the other training coaches they had encountered
But i just want to say im sorry that people did have rude volunteer encounters and it shouldbt have happend
i think I'm some sort of wizard

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

Time to create page: 0.212 seconds