Joshua Long wrote: So, I would echo another suggestion that was mentioned earlier where a person can only have one ghost. (This would result in up to 5 ghosts in a party, one per real person.)
Though based on the TDC experience it seems like just removing ghosting completely could be on the table. (If we are going for the simplest solution this is the one I could see happening...)
Yeah, I think a "no Ghosting" rule is the simplest. But I really
really don't like it, for several reasons:
1) Nightmare/Hardcore groups.
If you aren't allowed to ghost, then you are effectively forced to accept a stand-by player into your run. That one single player could VETO an entire groups planned run (a run set up on the forums months ahead of time).
Or, you could hand in the ticket and run with an empty but non-Ghosted slot, in which case:
2) Soaking the Cost
GenCon's $54 price tag for TD tickets is nothing to sneeze at. That's an awful lot to ask a person to soak, especially in the case where it was unintentional/unexpected occurrence.
3) Synergies.
Token design and sales have routinely taken advantage of "group synergy" to push token sales (Charm of Synergy, CoGF, Cabal, Phalanx, etc). If people who play regularly also run into ghosting scenarios regularly (and in my experience, they do) then there needs to be a way to use these tokens in order to keep their perceived value high.
4) Deliberately Undermanned Parties.
Some people like going through the dungeon with fewer players. But True Dungeon had to move to 10 players per party in order to keep up with the costs of bigger venues. This has actually caused huge forum debates in the past as people complained and ranted that party sizes are too large and rooms are too crowded. But with the ability to Ghost, parties can set their own size (7 is popular, as are the 5-man runs) and enjoy a dungeon experience similar to the original runs back in 2003. And some parties do it just for the challenge! But to offset the cost (no one really wants to pay $100+ for a single dungeon run) people will ghost for treasure.
And before you say "play with fewer tokens/do sealed pack runs if you want a challenge!" keep in mind that TD
wants to incentivize token sales, and it's counter-productive to encourage people to spend $54 on a single ticket run and 10 pack, when they could spend $250 on a PYP; or better yet: $500 on 2 PYPs with the intent to ghost the spare.
So yeah, while eliminating Ghosting would be simplest, it would also lead to a lot of complications.
But what you said about "1 ghost per player" .... I think that would cover
many of these scenarios. The odds of more than 50% of a party being ill and unable to make it are low (it can happen, and has, but it's very corner-case) and would probably be better solved by selling the remaining tickets to Stand-by players.
The place where a 1-ghost-per-player rule would hurt the most would be those individuals running solo (or duo/trio) for Prestige; and Farmers.