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TOPIC: Quick Start Sheet

Quick Start Sheet 1 month 3 weeks ago #13

  • Druegar
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New version uploaded
If you don't see September 27 in the footer, clear your cache and download again.
I'd like to explain the impetus for this sheet and why so many items are being included. Over my years of CCing, I was somewhat regularly approached by another coordinator who would say to me things like:
  • Several parties just went through with no HP clips.
  • The last two groups had no idea how to slide.
  • Why don't all the players have lights?
  • Two players in the last group had no class cards.
  • These folks didn't understand what Hit Points are.
Believe it or not, a good number of our new players, particularly at some of our newer conventions, have never played a tabletop RPG (:ohmy:) and have no idea what an RPG's core concepts are. It's imperative that we get this information to them. We also need to make sure players know about the "equipment" they need to have (class card, HP clips, etc.) to play.

Yes, I realize this sheet cannot eliminate all newbie confusion--even assuming they read this, which most won't--but we need to do something to inform new players so they're not walking into the dungeon completely clueless. Some folks have commented that this sheet is info-dense. That's true. However, literally everything on this sheet is something I've been told on multiple occasions over multiple years has been an issue.
Have you looked it up in the TDb ?
Please post TDb corrections/suggestions in this thread .
If I write something in teal, it should not be taken seriously.

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Quick Start Sheet 1 month 3 weeks ago #14

Not adding anything. Just tried to tighten up a little. The following reduces the text in that one section by about 15%, and I don’t think it loses anything. And I thought that the collaborative nature of class selection could be highlighted.

Talk to your teammates, choose classes, and pass out the character cards. Note your starting Hit Points (HP) shown in the upper right of the card. Place one paperclip on the 10s digits column on the far-left side of the card and one on the 1s digits column on the right. E.g., if your starting HP is 26, put one clip on the “20” and one on the “06”. You’ll move the clips down or up as you take damage or are healed.
Place the ends of the lanyard into the holes at the top of the class card, then place the card around your neck with the red text side facing out. Clip a light to the bottom of your class card.
Tip: Determine what tokens you can and cannot use. (The classes that can use a token are listed at the bottom. Anyone can use it if no classes are listed.) Trade tokens to best equip your group. TD is a team game, and no one can succeed alone. Place the tokens you’re using on the proper spots on the mat. You won’t cover every spot.
If you have a question about how a token works, look it up on the Token Database (TDb) at tokendb.com.
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

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Last edit: by Brad Mortensen.

Quick Start Sheet 1 month 3 weeks ago #15

When will new players get this sheet? If it is when they get their wrist band or in coaching then the explanation on what the sheet is and the arrival instructions really aren't helpful. That space could be better used.

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Quick Start Sheet 1 month 3 weeks ago #16

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Beertram wrote: When will new players get this sheet?

That has yet to be determined.
I doubt it'll be in coaching. I was thinking maybe at check-in or sooner, but who knows. We can easily adapt it to suit its distribution.
Have you looked it up in the TDb ?
Please post TDb corrections/suggestions in this thread .
If I write something in teal, it should not be taken seriously.

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Quick Start Sheet 1 month 3 weeks ago #17

maybe add who to ask for is there is a problem or issue.
like ask the dm to call for an AC..or assistant/coach call for a CC

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Last edit: by lazlo_hollyfeld1985.

Quick Start Sheet 1 month 3 weeks ago #18

Druegar wrote: New version uploaded

  • Several parties just went through with no HP clips.
  • The last two groups had no idea how to slide.
  • Why don't all the players have lights?
  • Two players in the last group had no class cards.
  • These folks didn't understand what Hit Points are.

  • Thanks for sharing the motives. Wow! I can't imagine getting through both the coaching and training rooms and having any of these be a concern unless...

    1) They came late and had to rush through the coaching room and/or were too cool to speak up when someone asked, "Do you understand the things I just told you?" "Does everyone have a light and paperclips to mark their Hit Points?

    OR

    2) They were not paying attention at all. (Distracted talking, on their mobile, etc.)

    In the first case, that person might take the time to grab this sheet in the coaching room to clarify something they heard but didn't understand. But that second case is hopeless and I don't think this sheet will help them before or during the coaching. ¯\_(ツ)_/¯

    I know we've discussed this before, but a big sign hung in each coaching room with the header that says, "WHAT YOU NEED TO KNOW BEFORE GOING INTO THE DUNGEON" and has a step by step breakdown of what you need to have and why makes it harder to ignore.

    Before you play laser tag, they make you recite a "player's code" which acts as both a checklist and attention focuser.

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    Quick Start Sheet 1 month 3 weeks ago #19

    SnakeEyes (Eric) wrote:

    Druegar wrote: New version uploaded

  • Several parties just went through with no HP clips.
  • The last two groups had no idea how to slide.
  • Why don't all the players have lights?
  • Two players in the last group had no class cards.
  • These folks didn't understand what Hit Points are.

  • Thanks for sharing the motives. Wow! I can't imagine getting through both the coaching and training rooms and having any of these be a concern unless...

    1) They came late and had to rush through the coaching room and/or were too cool to speak up when someone asked, "Do you understand the things I just told you?" "Does everyone have a light and paperclips to mark their Hit Points?

    OR

    2) They were not paying attention at all. (Distracted talking, on their mobile, etc.)

    In the first case, that person might take the time to grab this sheet in the coaching room to clarify something they heard but didn't understand. But that second case is hopeless and I don't think this sheet will help them before or during the coaching. ¯\_(ツ)_/¯

    I know we've discussed this before, but a big sign hung in each coaching room with the header that says, "WHAT YOU NEED TO KNOW BEFORE GOING INTO THE DUNGEON" and has a step by step breakdown of what you need to have and why makes it harder to ignore.

    Before you play laser tag, they make you recite a "player's code" which acts as both a checklist and attention focuser.

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    There will always be people in group number 2. Especially at cons where the majority are new players (PaxWest) I would initially tell them about paperclips etc. Nearly every room I wold have one or two that had no idea what the paperclips were for when I got around to record their tokens.
    Please visit my fledgling token store.
    truedungeon.com/forum?view=topic&catid=583&id=247486

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    Quick Start Sheet 1 month 3 weeks ago #20

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    Bob Chasan wrote:

    SnakeEyes (Eric) wrote:

    Druegar wrote: New version uploaded

  • Several parties just went through with no HP clips.
  • The last two groups had no idea how to slide.
  • Why don't all the players have lights?
  • Two players in the last group had no class cards.
  • These folks didn't understand what Hit Points are.

  • Thanks for sharing the motives. Wow! I can't imagine getting through both the coaching and training rooms and having any of these be a concern unless...

    1) They came late and had to rush through the coaching room and/or were too cool to speak up when someone asked, "Do you understand the things I just told you?" "Does everyone have a light and paperclips to mark their Hit Points?

    OR

    2) They were not paying attention at all. (Distracted talking, on their mobile, etc.)

    In the first case, that person might take the time to grab this sheet in the coaching room to clarify something they heard but didn't understand. But that second case is hopeless and I don't think this sheet will help them before or during the coaching. ¯\_(ツ)_/¯

    I know we've discussed this before, but a big sign hung in each coaching room with the header that says, "WHAT YOU NEED TO KNOW BEFORE GOING INTO THE DUNGEON" and has a step by step breakdown of what you need to have and why makes it harder to ignore.

    Before you play laser tag, they make you recite a "player's code" which acts as both a checklist and attention focuser.

    This image is hidden for guests.
    Please log in or register to see it.


    There will always be people in group number 2. Especially at cons where the majority are new players (PaxWest) I would initially tell them about paperclips etc. Nearly every room I wold have one or two that had no idea what the paperclips were for when I got around to record their tokens.


    Same here.
    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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    Quick Start Sheet 1 month 3 weeks ago #21

    In an ideal world, this document would be widely available so as many people as possible could read it in advance of/during coaching. Uses that come to mind:

    - Prominent link on the TD home page

    - Placed in the forums in the specific section for each convention, perhaps as a pinned “Read Me”

    - Linked (best) or web address provided (back-up option) in event descriptions on all registration platforms

    -Hard copies available at Info Desk, TD Store, and Transmute Room (to be shared with anyone who wanders up and says, “What’s this all about, then?” or “I’m playing later, can you give me a run-down?”)

    - Hard (laminated?) copy available in each coaching room

    As noted above, not everyone will read it, but some people will, so maybe it will cut down on totally clueless newbies. (No disrespect to newbies. It is worthwhile to try to make sure newbies understand what is going on and have fun!) And if not, they can’t say TD didn’t try to give them a quick run-down/cheat sheet.

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    Quick Start Sheet 1 month 3 weeks ago #22

    Make it available for TTDA when they run their 101 seminars

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    Quick Start Sheet 1 month 3 weeks ago #23

    Any event ticketed through td.events should be able to email it with the receipt.

    GC sent us emails for grind, hopefully this could be used for that too.

    I would imagine GHC and Origins might be able to do that as well. Hopefully
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    Quick Start Sheet 1 month 3 weeks ago #24

    If I think of documents or communication aimed at the lowest common denominator, they mainly involve pictures, not words.

    Think of airplane safety cards or lego instructions.


    I think it's unlikely anyone will retain more than 3 or so facts from this handout. I would pick the top 1-2 problems we're trying to solve, pick 1-2 facts for each, and give that a try with this handout to see if it makes any difference.

    Maybe something like:

    1. Arrive at your starting area at least 5 minutes before the time on your ticket.

    [illustration, people walking to a coaching area, clock on the wall.

    2. Select a character card, and mark your starting hitpoints with paperclips on the highlighted numbers. Attach a flashlight to your card.

    [illustration of group of people picking from the cards]
    [illustration of a card showing paperclips slid over the highlighted numbers, an attached light.]

    3. Your adventuring party will have 24 minutes in coaching, 12 minutes in training, and 12 minutes in each of seven dungeon rooms.

    [illustration of hopscotch like grid of attached squares, the first two labeled coaching and training, and numbers inside each square indicating duration.]

    4. During your adventure you'll encounter fantastic monsters, hazardous traps, and devious puzzles.

    During coaching you'll equip your tokens to build your defenses up.
    [Illustration of simple player map]

    During training you'll practice the skills you'll need to fight monsters by:
    All classes - sliding your weapon onto a target.
    Spell casters - casting offensive spells from your character card, or using one time items like wands and scrolls.
    [illustration of a combat board, puck, and slider]

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    Last edit: by Matthew Hayward.
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