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TOPIC: Player Replacement Policies

Re: Player Replacement Policies 9 years 6 months ago #133

Aaron Hydrick wrote: Good, clear, thorough policies & matching training will alleviate MUCH of the headache I think.


I really do like the idea. Somebody shows up and turns in the tickets, presumably nice and early, then gets the wristbands. From that point forward the tickets cannot be re-sold. Before going into the training room everybody puts on their wristbands, in the training room the bands are checked and the waivers are signed and must be passed to the training coach on the way out of the training room.

This makes it much easier for people to handle filling late slots however they want to. Now, if there are wristbands unclaimed at a certain point then certainly True Dungeon should try to fill them.

I had some tickets for others this year and I would much rather have sat in the training room with a bunch of wristbands without having to worry about anything.
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Re: Player Replacement Policies 9 years 6 months ago #134

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Kirk Bauer wrote:
I had some tickets for others this year and I would much rather have sat in the training room with a bunch of wristbands without having to worry about anything.


This part I get 100%. The best way to handle it - I think there are multiple paths to move on here. Again - my biggest concern, if the Training room coach does their job correctly - teaching a complete newbie group the combat board, answering questions and getting them ready for their adventure... should nearly consume the training room time. This is really not about anyone's ego - or how good/not good a training room coach is... 12 minutes is not much time... and when you add 10 legal documents to the mix that have to be signed... again - I'll default to newbies... we who have played before pretty much know what we're signing and accept the terms outright. What if you get a newbie team, and they are already effectively at the dungeon's doorstep and you bring out the waiver... even if only 2 or 3 have questions or concerns... you are now going to need to address that, more time ticks away, and you still have the obligation of customer service to the people who want to get the most out of the dungeon.

Also consider the occasions where a NPC comes in at 1-2 minutes before the end of the training session.

I am still not opposed - but definitely very reserved... I still think this must be carefully thought out - even practiced, just to make sure there isn't a hidden error trap waiting to bite someone. The occasional glitch fix in the training room... sure... but once you move an entire additional process there, you might find there is more there than it seems on the surface.
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Last edit: by Grekel!. Reason: Clarification

Re: Player Replacement Policies 9 years 6 months ago #135

Cormroc wrote: It seems the main problem is if the group has the ticket for the missing spot and would rather run with ghosts if their friend doesn't show up they aren't given that chance. At 18 minutes the spot is sold regardless of the groups wishes.


To me this just means that the person who has the extra ticket needs to be aware of the time, and around 15 mins late they need to go talk to the Check-In desk and ghost the ticket (or wait there until the 18 min mark and ghost it).
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Re: Player Replacement Policies 9 years 6 months ago #136

Jake Fitch wrote:

Cormroc wrote: It seems the main problem is if the group has the ticket for the missing spot and would rather run with ghosts if their friend doesn't show up they aren't given that chance. At 18 minutes the spot is sold regardless of the groups wishes.


To me this just means that the person who has the extra ticket needs to be aware of the time, and around 15 mins late they need to go talk to the Check-In desk and ghost the ticket (or wait there until the 18 min mark and ghost it).


Thank you that is what I was trying to say. TD doesn't not allow you to ghost (according to policy). You just have to ghost it before 18 minute mark. TD doesn't know that you are planning to ghost it (because not everyone does) so they may need those 6 minutes to fill the spot and get a ticket. If you know someone is going to be late tell the person collecting tickets. Set a timer for 15 or 16 minutes. If they are not there then go ghost the ticket. If TD tries something before the 18 minute mark and you did tell them then ask for a director because TD is not following its own policy.
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Re: Player Replacement Policies 9 years 6 months ago #137

There isn't to my knowledge a rule about how far in advance a waiver can be signed, just once per run.

If someone knows they have a tight schedule, can't they go early and sign a bunch and get them to their party leader ahead of time? Then the leaders have ten tickets and ten waivers; they should get their ten wristbands - even if they don't yet have their ten players. And if slowpoke never arrives, someone ghosts it.

If we can figure out Jeff's hellspawn puzzles we should be able to sort this out...

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Last edit: by Brad Mortensen.

Re: Player Replacement Policies 9 years 6 months ago #138

Thank you all for bringing this important subject to the forefront.

Next year we will have large signs that spell out the policy with regard to tickets and deadlines.

IMPORTANT NOTE: True Dungeon has been granted the nice ability of a single person to be able to buy all 10 tickets in a slot. Normally a single person could only buy two tickets of a slot. This great convenience also opens up Gen Con to a lot of missing revenue if badges are not checked.

Due to the agreement we sign with Gen Con Indy, we have to make sure that everyone has a badge -- so we can't allow one person to pick up a bunch of wristbands even though they have a fist-full of tickets. Since Gen Con, LLC makes a great deal of its funding from badges, it makes sense that they require us to check for badges.

You could certainly see a scenario where one person buys a badge, buys all ten tickets and then the other nine players don't buy badges. If we did not check badges, then this could easily happen. I think it is reasonable that Gen Con requires us to enforce their badge policy.

Thank you again for highlighting an area we need to address better next year. We will have good signage and we will devote newsletter space to making sure everyone understands Gen Con's policy.
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Re: Player Replacement Policies 9 years 6 months ago #139

Thank you Jeff for the update and clarification.

It is nice to know that you are aware of and attentive to the concerns of the TD community! :cheer:

Your explanation of the need to check badges definitely makes sense and helps explain the current policy.

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Last edit: by Incognito.

Re: Player Replacement Policies 9 years 6 months ago #140

Jeff Martin wrote: Thank you all for bringing this important subject to the forefront.

Next year we will have large signs that spell out the policy with regard to tickets and deadlines.

IMPORTANT NOTE: True Dungeon has been granted the nice ability of a single person to be able to buy all 10 tickets in a slot. Normally a single person could only buy two tickets of a slot. This great convenience also opens up Gen Con to a lot of missing revenue if badges are not checked.

Due to the agreement we sign with Gen Con Indy, we have to make sure that everyone has a badge -- so we can't allow one person to pick up a bunch of wristbands even though they have a fist-full of tickets. Since Gen Con, LLC makes a great deal of its funding from badges, it makes sense that they require us to check for badges.

You could certainly see a scenario where one person buys a badge, buys all ten tickets and then the other nine players don't buy badges. If we did not check badges, then this could easily happen. I think it is reasonable that Gen Con requires us to enforce their badge policy.

Thank you again for highlighting an area we need to address better next year. We will have good signage and we will devote newsletter space to making sure everyone understands Gen Con's policy.


Thank you for the update Jeff :) The policy in relation to badges makes more sense now :)

Do you think we could get the suggested addition to the policy at the 17 minute mark to check with current ticket holders in relation to ghosting missing tickets? That seems like it would be a simple change and alleviate a lot of the potential issues here! :)

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Re: Player Replacement Policies 9 years 6 months ago #141

There is a badge check person posted at the only door to event room. Its very unlikely anyone gaining access to the TD story scape doesn't have an event badge.
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Re: Player Replacement Policies 9 years 6 months ago #142

valetutto wrote: There is a badge check person posted at the only door to event room. Its very unlikely anyone gaining access to the TD story scape doesn't have an event badge.


However the fact that it's technically possible is the reason for a second level of check with the wristband distribution. Essentially double checking to keep TD the ability to buy out entire runs as we currently have access

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Re: Player Replacement Policies 9 years 6 months ago #143

Arcanist Kolixela wrote:

valetutto wrote: There is a badge check person posted at the only door to event room. Its very unlikely anyone gaining access to the TD story scape doesn't have an event badge.


However the fact that it's technically possible is the reason for a second level of check with the wristband distribution. Essentially double checking to keep TD the ability to buy out entire runs as we currently have access


If we need to double up it would make most sense to put the greeter outside the hall watching the entrance also checking for badges. There is better light and its easier to check badges that way.
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Re: Player Replacement Policies 9 years 6 months ago #144

Arcanist Kolixela wrote:

valetutto wrote: There is a badge check person posted at the only door to event room. Its very unlikely anyone gaining access to the TD story scape doesn't have an event badge.


However the fact that it's technically possible is the reason for a second level of check with the wristband distribution. Essentially double checking to keep TD the ability to buy out entire runs as we currently have access


I did notice that I could buy more tickets to one TD event than I could to any other event but I didn't know it was specially negotiated by True Dungeon. I certainly wouldn't want to make any chances that might jeopardize that very nice feature...

Thanks for the clarification, Jeff. I do think that a clearly posted policy would help, but the room should be checked to see if any players who are there have the extra tickets and want to get ghost wristbands.
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