This was my first year doing True Dungeon, and I had a blast. Thanks to everyone who put it together.
I did the Zephyr Combat on Thursday evening and Viper Puzzle on Friday afternoon. Everyone I talked to on Thursday who had done TD in past years told me I was in for a treat...but when I told a friend who had already done this year's Viper dungeon, he cut me off mid-sentence and said "Get a refund." Turns out the Medusa instant-death roll pissed him off so much that, not only will he never do True Dungeon again, he was telling others that it's a total waste of money. Asking players to spend $50 to roll a single die to determine whether they live or die will apparently do that. (At least he was nice enough to complain about this in a non-spoiler way, not telling me what caused him to die, but just that a single die roll that he couldn't do anything about ended his run.)
After that cheery pep-talk, I went in to my first run and had no idea what he was talking about. Everything about the Zephyr run was incredibly engaging. The opening DM did an excellent job of setting the mood, and we cleared the first puzzle about a minute after the first eldritch damage. That was my favorite puzzle of the weekend - visually stunning, clearly requiring teamwork, and straightforward to a fault - a PERFECT opening room. When we got to room 2 and saw a second puzzle, I was a little confused - wasn't this supposed to be a Combat run? Why are we starting puzzle-puzzle? The Viper Puzzle run didn't even do that! Anyway, it took us too long to figure out the symbols and time ran out just as I was explaining the circuit we needed to make for part 2.
The intervening combats were all fun, even if our Rogue was killed by the wind elemental (okay, at this point I WAS thankful the first two rooms were puzzles) and we ran out of time on the drone. We even managed to complete the liftonium puzzle! Even though I was thoroughly impressed by this point, nothing could prepare me for the final room. The whole room was a thing of beauty, and easily my favorite part of TD, if not the whole of Gen Con. Once we settled in at our stations (I was one of the two on the engineering platform), the fight actually felt epic in a way I wasn't expecting. I'm not sure exactly what was going on in front of us, because I was too busy chanting "Darkrift-Law, Frost-Acid, Sacred-Shock" the entire time, but the five of us fighting the wyverns were able to take them down and save the day for us.
The next day, when we did the Viper run, I don't know exactly why, but some of the magic was gone. It might have been the group I was with (we only solved the first and last puzzles), the fact that the eggs weren't working 100% (and the fact that my party thought we were supposed to make a spiral pattern with the green eggs as opposed to hitting every egg in a spiral), it might have been my friend's warning from the day before, but it just didn't live up to the expectations the other dungeon gave me. While our party knew enough to not look directly at the Medusa, requiring everybody who slid a puck to make a Fortitude save every round just to stay in the game was pretty demoralizing as well, even though I think I was the only person to fail it. Luckily, our bard was packing a Stone to Flesh scroll, but it still bothered me a bit.
Also, once we got to room 7, it felt like a bit of an anti-climax. While the puzzle was very well-done, and I loved the way the 'hints' across the dungeon came into play, not having anyone in the room but our party and a DM checking our progress felt a little emptier and less fulfilling than the final battle in Zephyr combat.
As a whole, I would give The Flight of the Zephyr an 11/10 and Into the Viper's Pit about a 7.5/10. Next year, please make everything as much like Zephyr as possible and less like Viper. I will probably only do one run next year, although I could be persuaded into doing two Combat runs if the structure of two combat/puzzle dungeons stays the same.