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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: Feedback Needed on New Coaching Room Ideas

Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #37

In the central "lobby" of the inn makes sense for adverts, but probably not in the coaching rooms. Once there it's too late to duck out to buy tokens anyway. And I agree about clues in the pre-dungeon rooms. Last year I was juggling tokens for half our party. I spent 10 of the 12 minutes in the training room trying to put tokens away (since we left the coaching room in such a hurry we just had to scoop everything into a pocket and sort it out later), and the rest trying to memorize the beads. I had no time to look at the banners and whatnot.

But with the proposed configuration, and with coaches and trainers in character I think there would be more time for that sort of thing... But still.

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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #38

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Seth Murray wrote: I personally didn't have any issues with the tables or the Coach leaning over me.


I am really glad you didn't have any problems! I think most of the players were pretty good with it, and I always tried to be polite and ask permission before I leaned over someone to look at their tokens or record stats.

Some of the players, tho... :/

Let's say that I *really* approve of this new U-shaped lay-out as it not only gives the Coaches a much better view of the tokens, but affords fewer opportunities for players to try groping the female coaches.

Jeff Martin wrote: We are tinkering around with changing the token mats a bit -- including a double-sided configuration with a more fun and basic classic "Equip Your Character" side that would look like the classic Inventory screen of most RPG computer games.


I *really* like this idea!
The original token mat was designed for simplicity & ease of use, but turned into something which looked really cool, but did not work for 90% of the players. And believe it or not, there *were* highlighted yellow marks around the important circles (armour, weapon, etc) but the mat was so crowded, most new players didn't even notice.
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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: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #39

With the u-shaped tables, the coaches will be reading cards upside down or the players will have to be prompted to 'spin' the mats for them. As long as there is ample lighting, any dropped tokens should be a breeze to find, as I am sure a few were lost to the Dwarves last year.

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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #40

Raven wrote: Some of the players, tho... :/

Let's say that I *really* approve of this new U-shaped lay-out as it not only gives the Coaches a much better view of the tokens, but affords fewer opportunities for players to try groping the female coaches.

.


Ack :( I thought about that and hoped it never happened but sounds like I was wrong. I also thought it gave an opertunity for a coach to get too close to a female player..hopeing that didn't happen either.

Anyway, problem solved!

ian ferguson wrote: With the u-shaped tables, the coaches will be reading cards upside down or the players will have to be prompted to 'spin' the mats for them. As long as there is ample lighting, any dropped tokens should be a breeze to find, as I am sure a few were lost to the Dwarves last year.


Good catch on the upside down thing. I think its a small price to pay for this setup.

I know I announced every time a token hit the floor, to the point a few players actually commented that I was "very good at that". I just chuckled and moved on. Really my brain just equates that sound as someone losing money. Its hard for that sound not to trigger a panic response.
Sweet a combat room, we won't take damage!

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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #41

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Jeff Martin wrote: Hmmm...it will be hard to have both a big pad in the middle AND a rolling chair. They won't work well together. We gotta pick one or the other. I will work with Druegar and Will to see what we should do.

I think it would be nice if the coach went with the party into the training room, but again...I will have to see what Druegar and Will think is best.


The discontinuity last year was not ideal. The idea of the inn is great, with the hostess and the village elder! :)
It reminds me of 2004 with the Inn then. That was a great first experience of TD for me. :)
Personally, when I coached, I preferred going with my players so they had the experience of really being prepared and coached by me. A large number of my players expressed their appreciation.

Regarding padding and rolling chair, would it work to have the interlocking pads under a 4x8 piece of plywood (assuming that's the dimension we're talking about)? That way, there would be some cushioning for those who prefer to stand and those who like to sit, as well as those who switch it up. There would just need to be a rubber "ramp" edge at the open u to avoid tripping...
maybe...

Either way, I think a rolling desk chair without armrests would be best, so there is back support, and ease of scooting the chair. I would imagine the host(ess) would appreciate a chair with back support as well.

If the thought is to have 3 coaches for each side, the coaches will be on their feet almost constantly if there isn't a chair.

It would be nice to have a fixed chair with backrest in the training room as well.
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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #42

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Mike Steele wrote: From what I've seen in the exit area, people leave so quickly they wouldn't spend much time looking at posters of tokens there. However, in a coaching room where they may spend 1/2 hour, they might take the time to look at the tokens, maybe spark their curiosity for later.


My 2 cents: I like the idea of the ambience of the inn. Keep a token poster by the treasure chest area, and by the token trading area. Once a player is spending time in the inn, they should be able to be immersed in the ambience. That's one of the things I like for this new design.

On the other hand, having token trading tables in front of the inn, with a token poster there would be a great idea, especially since people can now take 50 minutes at their table before the start.

In that manner, they could run out quickly for equipment they want. That was a nice design 2 years ago, since people could run out and pick up a needed token quickly. Getting a bit off subject, but lighting at token trading tables being *MUCH* better would be a huge benefit. If the lighting isn't going to be good enough to read easily, a heads up before hand would be nice.
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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #43

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I love the changes to the coaching area, I have only one request MORE LIGHT. My eyes get a little older every year. After three days in that room I think I was getting a little weirded out, I had to show up about 20 minutes early just to get my eyes adjusted...oh and the sunlight began to burn us it did.

I remember the 2007 Tavern and the light wasn't too bad.
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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #44

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valetutto wrote: If the coach did the coaching room and the training that would be cool. It would give the coach more time to bond with the party. Not sure how the timing would work out on that though.

If there are 3 coaches on either side, whether you do 2 and a trainer, or 3 coaches all the way through, I anticipate the coach having to move quickly to their next room, and potentially losing a few of those 24 minutes each time.

4 Coaches on each side would make the job significantly less rushed. I was previously thinking about the "wait staff" (coach assistant) doing the restocking of rooms and the initial blurb 12 min before about seizures, phobias, bathroom, etc, but in looking at this, and my experience from last year, but this could be done by the coach (as 2 years ago).

One thing that made things smoother last year (that we didn't have at first), was having 1 or 2 people who specifically ran between the experience desk, and gathered lights and clips, and set them back up for each table, and brought them to the wrangler's desk. This would be needed.

I would propose there be a curtained "closet" at the end of the hall away from the common "wall" between the inns towards the entrance where there is some "dead" space currently in front of that 3rd room. This person would drop those items off there for each inn, and return to the xp desk to collect more.

I would also propose the hostess gives the block of 4th level party cards to the first people who arrive for the event (verifying with them they are responsible for taking those to their room and making sure everyone gets one).

So, my scenario I would pose for coaches would be:
4 for each side of the inn (and eliminating the coach/wrangler assistant we had last year).
As a coach, your slot starts at :00 for example.
For the start of the day, you arrive about 12 min early and start in.
You finish in your room of the inn at :24, and go to the training room.
You finish in the training room, and wish your party well at :36
You go to the "closet" for lights, clips, and lanyards. You distribute that at the :36 start room (where one of the other coaches has just left), leaving a lanyard, a clip and a light in front of each chair.
You then go to the :48 start time room (the one starting 12 min after you bid goodbye to your last trainees) and begin to greet your new party.

Having this bit of "flexible" time avoids the "OMG, my party just left, and I have to rush to the next room" scenario.
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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #45

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Jeff Martin wrote:

SageSTL wrote: This looks great. Anything to lessen the chaos of the starting/coaching rooms will be fantastic, especially for new(er) players.

Assuming that there's going to be bag check this year (at the very least for Adventuring Guild members), can the bag check area be in the inn or close by?


We are still working on Bag Check location -- but it will be near the entrance to the event.


I proposed the "wait staff closet" for lights, clips and lanyards for one side of each inn.

I would propose the similar "dead" space that is between the inns in front of the last of the row of 3 rooms be used for that with the attendant at the entrance (depends on the width of the hallways though). I would use the older wood dungeon walls for security beyond a black curtain (as well as camera monitoring used last year).
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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #46

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For the 2 tables for the hostesses, I would give them enough room to be straight across the back wall rather than angled towards each other to avoid arriving people from being crowded together towards the apex of the angle between the tables.
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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #47

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Previously, haven't we had some space between room 1 and the training room? I'm concerned about some potential noise back and forth with this set up.
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Re: Feedback Needed on New Coaching Room Ideas 11 years 4 months ago #48

Raven wrote:

Seth Murray wrote: I personally didn't have any issues with the tables or the Coach leaning over me.


I am really glad you didn't have any problems! I think most of the players were pretty good with it, and I always tried to be polite and ask permission before I leaned over someone to look at their tokens or record stats.

Some of the players, tho... :/

Let's say that I *really* approve of this new U-shaped lay-out as it not only gives the Coaches a much better view of the tokens, but affords fewer opportunities for players to try groping the female coaches.


I was smiling all the way up to the four words. I was SURE it was going to be a reference to "gamer funk". It's disgusting that sexual harassment is still a problem.

Personally, I'd kick gropers out, no refunds, and they're lucky they don't get arrested for assault. This is the freakin' 21st century, people.

"Ceci n'est pas une pipe" - Magritte

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