Welcome, Guest
Username: Password: Remember me
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: Another First Timer

Re: Usefulness of +hit/+damage 10 years 10 months ago #49

Toran wrote:

jedibcg wrote: I agree with almost everything Toran says except that mind-control happens all the time. I haven't played long but I don't believe that my group has ever ran into anything that had mind control (unless the underwater sirens did. I don't because we all plugged our ears as soon as they showed up). I am not saying there isn't mind control just that my group hasn't encountered it in the last 3 years.


The Sirens had it in 2012. The Dark... Charmer? Enchanter? The dead lady with the mind-controlled Giant slave at the end of Giant's Travail had it in 2013.

The Satyr had it in 2010.

It's come up nearly every year for the past 4 years.

Will also resists effects like fear, Maze and Confusion (which there's a special resistance token related to this year)


Like I said I wasn't certain about the sirens (which was 2011)because we didn't have to deal with it. The dead lady didn't attempt any charming on my group so we didn't encounter it (2012). We didn't do the run with a satyr in 2010 (sure that wasn't 2009 your years seem off). Even if it was one room out of 14 each year I would still not qualify as all the time, but it appears it has happened more than I was aware.
You either discover a star or you don't. You arrogant punk.

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

Re: Usefulness of +hit/+damage 10 years 10 months ago #50

jedibcg wrote:
Like I said I wasn't certain about the sirens (which was 2011)because we didn't have to deal with it. The dead lady didn't attempt any charming on my group so we didn't encounter it (2012). We didn't do the run with a satyr in 2010 (sure that wasn't 2009 your years seem off). Even if it was one room out of 14 each year I would still not qualify as all the time, but it appears it has happened more than I was aware.


Pssssht, accurate year notation is for weenies. :P

But considering the prevalence of other effects like "poison" or "electricity" I would say that that's a LOT of mind-control. Fire is another pretty safe bet, though as far as things to protect against...

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

Re: First Timer - issues of time 10 years 10 months ago #51

I'm writing as someone who volunteers for TrueDungeon.

Last year, I spent a long shift helping all of you get your XP entered into the system. There is a lot that has to happen in that final room. We have to 1) find you in the system or create an account for you; 2) count up how many treasure pull tokens you get and physically hand them to you (for people with both Ring of Riches and Horn of Plenty this is an onerous and insidious time-consuming task for which you should thank volunteers profusely); 3) find the right special treasure token you get for having done that specific dungeon; and 4) find and hand you the correct button for the dungeon you ran. At least last year this was done in exceptionally little light.

Every 12 minutes, another party of 10-12 players emerges from the dungeon all excited-like or disappointed. So, if there are as many volunteers entering XP present as there are dungeons, that gives us exactly one minute per person to do all of the above.

Guess what? It often takes longer than that. Things go wrong. An entire party comes through all newbies. We run out of pull tokens. One of us volunteers desperately needs to use the restroom or grab a bite to eat and because we usually have a backlog bubbles are meaningless.

When you plan "back to back" runs, plan extra time. It helps us out on our end to not have you in our faces telling us that we must type faster or you will miss your next run. It helps the wranglers and coaches and other players on the beginning of your next run to make sure that everything's great going into the dungeon.

Plan lots of time. Chill. You'll enjoy yourself more. Your friends will have a better time. Other people you don't know in your party will have a better time. Volunteers will be nicer to you and help you have a better experience.

Thanks for reading my public service announcement. ;)
Blessings to you,


Erin
Real World Cleric
TD 2015 Drow
TD 2014 Hawk-kin and Drow
TD 2013 Fearful Spirit
TD 2012 Flame Fiend

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

Re: First Timer - issues of time 10 years 10 months ago #52

Deaterrae wrote: I'm writing as someone who volunteers for TrueDungeon.

Last year, I spent a long shift helping all of you get your XP entered into the system. There is a lot that has to happen in that final room. We have to 1) find you in the system or create an account for you; 2) count up how many treasure pull tokens you get and physically hand them to you (for people with both Ring of Riches and Horn of Plenty this is an onerous and insidious time-consuming task for which you should thank volunteers profusely); 3) find the right special treasure token you get for having done that specific dungeon; and 4) find and hand you the correct button for the dungeon you ran. At least last year this was done in exceptionally little light.

Every 12 minutes, another party of 10-12 players emerges from the dungeon all excited-like or disappointed. So, if there are as many volunteers entering XP present as there are dungeons, that gives us exactly one minute per person to do all of the above.

Guess what? It often takes longer than that. Things go wrong. An entire party comes through all newbies. We run out of pull tokens. One of us volunteers desperately needs to use the restroom or grab a bite to eat and because we usually have a backlog bubbles are meaningless.

When you plan "back to back" runs, plan extra time. It helps us out on our end to not have you in our faces telling us that we must type faster or you will miss your next run. It helps the wranglers and coaches and other players on the beginning of your next run to make sure that everything's great going into the dungeon.

Plan lots of time. Chill. You'll enjoy yourself more. Your friends will have a better time. Other people you don't know in your party will have a better time. Volunteers will be nicer to you and help you have a better experience.

Thanks for reading my public service announcement. ;)


Great advice for everyone to leave plenty of time at the end of a run so they aren't rushed at the exit table.

Thanks so much for all the hard work you've put in helping both happy and frustrated players after their adventures are over. I have always had a very positive experience at the exit area, and appreciate all the hard work and the great customer service! :)

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

Re: First Timer - issues of time 10 years 10 months ago #53

  • bpsymington
  • bpsymington's Avatar
  • Offline
  • 11th Level
  • Supporter
  • Follow me on Instagram @runningboardgamer
  • Posts: 15917
I agree that the exit volunteers have always been great.

Deaterrae, you said people with Ro$ and HoP were an extra burden regarding treasure tokens. Is there a chart in the area to which you guys could refer, perhaps on a wall or on a sheet in front of you?

How do you look people up - by name? Badge number? Too bad there isn't something that could be scanned.

Hopefully you will have better light this year.
Follow me on Instagram @runningboardgamer

Awesome avatar by Mauve Shirt!

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

Re: First Timer - issues of time 10 years 10 months ago #54

Druegar was working on a flow-chart to help determine the number of pulls. Especially, now adding in the COGF, to go along with RoR, and HoP.

I like you scanning idea. Not sure what the footprint would be but it would be neat to have a TD Adventurer Card, similar to a WotC DCI card with a barcode that could be scanned at the entry and XP desk. Might be too costly and troublesome, but sure sounds cool.

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

Last edit: by David Harris.

Re: First Timer - issues of time 10 years 10 months ago #55

I really want to thank you for your advice on this. I'm definitely taking this to heart after hearing your perspective on time, and padding time between my runs a little bit more.

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

Re: Usefulness of +hit/+damage 10 years 10 months ago #56

jedibcg wrote:

Toran wrote:

jedibcg wrote: I agree with almost everything Toran says except that mind-control happens all the time. I haven't played long but I don't believe that my group has ever ran into anything that had mind control (unless the underwater sirens did. I don't because we all plugged our ears as soon as they showed up). I am not saying there isn't mind control just that my group hasn't encountered it in the last 3 years.


The Sirens had it in 2012. The Dark... Charmer? Enchanter? The dead lady with the mind-controlled Giant slave at the end of Giant's Travail had it in 2013.

The Satyr had it in 2010.

It's come up nearly every year for the past 4 years.

Will also resists effects like fear, Maze and Confusion (which there's a special resistance token related to this year)


Like I said I wasn't certain about the sirens (which was 2011)because we didn't have to deal with it. The dead lady didn't attempt any charming on my group so we didn't encounter it (2012). We didn't do the run with a satyr in 2010 (sure that wasn't 2009 your years seem off). Even if it was one room out of 14 each year I would still not qualify as all the time, but it appears it has happened more than I was aware.


What the monsters in the dungeon do also depends on the level of difficulty you choose. We ran nightmare last year and the dead lady was charming members of our group every round. We failed to kill her and the giant simply because our combat effectiveness was eroding each round.
"A wizard is never late. He arrives precisely when he means to."

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

Re: Usefulness of +hit/+damage 10 years 10 months ago #57

Spellbound wrote:

jedibcg wrote:

Toran wrote:

jedibcg wrote: I agree with almost everything Toran says except that mind-control happens all the time. I haven't played long but I don't believe that my group has ever ran into anything that had mind control (unless the underwater sirens did. I don't because we all plugged our ears as soon as they showed up). I am not saying there isn't mind control just that my group hasn't encountered it in the last 3 years.


The Sirens had it in 2012. The Dark... Charmer? Enchanter? The dead lady with the mind-controlled Giant slave at the end of Giant's Travail had it in 2013.

The Satyr had it in 2010.

It's come up nearly every year for the past 4 years.

Will also resists effects like fear, Maze and Confusion (which there's a special resistance token related to this year)


Like I said I wasn't certain about the sirens (which was 2011)because we didn't have to deal with it. The dead lady didn't attempt any charming on my group so we didn't encounter it (2012). We didn't do the run with a satyr in 2010 (sure that wasn't 2009 your years seem off). Even if it was one room out of 14 each year I would still not qualify as all the time, but it appears it has happened more than I was aware.


What the monsters in the dungeon do also depends on the level of difficulty you choose. We ran nightmare last year and the dead lady was charming members of our group every round. We failed to kill her and the giant simply because our combat effectiveness was eroding each round.


That makes a lot of sense as well.
You either discover a star or you don't. You arrogant punk.

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

Re: First Timer - issues of time 10 years 10 months ago #58

bpsymington wrote: Ro$ and HoP were an extra burden regarding treasure tokens. Is there a chart in the area to which you guys could refer,

This was in the XP Desk Guide the last couple years:
[img size=433,351] www.dantasyland.com/td/TreasureAllocationTables.gif [/img]
Each station was supposed to have it printed out. I can't recall one way or the other if that happened though. Can anyone who worked the XP Desk confirm or deny its presence?

The Charm of Good Fortune is going to make calculating the correct amount of Treasure Chips to distribute a LOT more complicated. I don't think a simple table like this will suffice. :unsure:
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously

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

Last edit: by Druegar. Reason: fixed a typo

Re: First Timer - issues of time 10 years 10 months ago #59

Yes, there's a chart. It still takes <i>time</i> to count out 20+ tokens. Period. And, there is a very limited supply of pull tokens that have to get moved between the XP exit area and where the pulls occur, so it's not uncommon for XP people to literally run out, especially when an entire run requires 10+ pull tokens.

Personally, I'd ditch the tokens in numbers greater than 5 and have a few "official" pieces of paper on which volunteers can write the number of pulls that person gets.

As it turns out, I have a different position in the dungeon this year, so others will be counting up XP. However, thank you so much for the positive feedback! Volunteers love to be appreciated . . . it's just true.
Blessings to you,


Erin
Real World Cleric
TD 2015 Drow
TD 2014 Hawk-kin and Drow
TD 2013 Fearful Spirit
TD 2012 Flame Fiend

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

Re: First Timer - issues of time 10 years 10 months ago #60

How about each person is assigned their treasure pulls as they enter a dungeon. They could be given a little card that indicates their pulls depending on if the got 1, 2 or all 3 treasures.

Since we have areas on the party card to mark if they wore their items the entire dungeon this could work well. They would hand the XP desk their card, the person there would match up the card to the party card info and hand out the tokens. Calculation would only be needed if the person took off an item for a room.
You can't fix stupid but you can TPK it.

"Mamma always said that True Dungeon is like a box of Drow Poisons. Ya never know how you're gonna die."

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

Last edit: by cdsmith.
Time to create page: 0.093 seconds