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TOPIC: Player Replacement Policies

Re: Player Replacement Policies 10 years 3 months ago #61

Back to page 14 again on the Coaches guide:

/start quote/

Groups with Less Than 10 Players

In most circumstances, when the full complement of 10 players has not arrived before the official start time, we will attempt to fill the group from players on the waiting list. However, there are exceptions.
Some groups prefer to play their adventure with less than 10 people. That’s permissible as long as all of these parameters are adhered to:

• All 10 hard tickets must be purchased by one or more players in the group. They may not pay for the runs with generic tickets. A hard ticket is a single ticket that specifies the exact date and time of the event the participant paid for. Note: The aforementioned rule for hard tickets only applies to groups deliberately running with less than 10 people. Players who fill in an incomplete party off of the waiting list may pay with generic tickets.

• All 10 hard tickets must be turned in All 10 wristbands must be put on members of that group. E.g., if a group chooses to run their adventure with eight people, two players would each wear two wristbands or one player would wear three wristbands. Determining which player(s) wear the extra wristband(s) must be decided by the group.

• 10 bags of tokens will be distributed to the group, as determined by who is wearing the extra wristband(s). E.g., if a group chooses to run their adventure with eight people, two players would each receive two bags of tokens or one player would receive three bags of tokens. It’s up to the group to decide how the extra treasure bags are allotted.

/end Quote/

So according to page 14, if you bought all 10 tickets in a slot, you have up until 18 minute late to simply declare the extra tickets ghost.

Looks like your proposal is already a rule.
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Last edit: by George .

Re: Player Replacement Policies 10 years 3 months ago #62

George wrote: Back to page 14 again on the Coaches guide:

/start quote/

Groups with Less Than 10 Players

In most circumstances, when the full complement of 10 players has not arrived before the official start time, we will attempt to fill the group from players on the waiting list. However, there are exceptions.
Some groups prefer to play their adventure with less than 10 people. That’s permissible as long as all of these parameters are adhered to:

• All 10 hard tickets must be purchased by one or more players in the group. They may not pay for the runs with generic tickets. A hard ticket is a single ticket that specifies the exact date and time of the event the participant paid for. Note: The aforementioned rule for hard tickets only applies to groups deliberately running with less than 10 people. Players who fill in an incomplete party off of the waiting list may pay with generic tickets.

• All 10 hard tickets must be turned in All 10 wristbands must be put on members of that group. E.g., if a group chooses to run their adventure with eight people, two players would each wear two wristbands or one player would wear three wristbands. Determining which player(s) wear the extra wristband(s) must be decided by the group.

• 10 bags of tokens will be distributed to the group, as determined by who is wearing the extra wristband(s). E.g., if a group chooses to run their adventure with eight people, two players would each receive two bags of tokens or one player would receive three bags of tokens. It’s up to the group to decide how the extra treasure bags are allotted.

/end Quote/

So according to page 14, if you bought all 10 tickets in a slot, you have up until 18 minute late to simply declare the extra tickets ghost.

Looks like your proposal is already a rule.


Hmm.. Well we've got people saying this isn't being followed. Maybe it just needs to be clarified with the coordinators?

Is it the lack of signed waivers not allowing for the turn in causing this? If so doesn't moving the waivers to the end of the training room or end of the coaching room seem like an easier way to resolve this?

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Re: Player Replacement Policies 10 years 3 months ago #63

As a player this year that was personally and directly effected by the refusal to release all the wristbands and as a training room coach, the absolutely best solution is to shift the waiver signing to the training room.

Let the ticket holder get all the wristbands they have tickets for that they deem they want to pick up.

Problem solved.
Sweet a combat room, we won't take damage!

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Re: Player Replacement Policies 10 years 3 months ago #64

It doesn't solve those times when the late player has the ticket, but it would solve those when the party has the ticket.
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Re: Player Replacement Policies 10 years 3 months ago #65

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valetutto wrote: As a player this year that was personally and directly effected by the refusal to release all the wristbands and as a training room coach, the absolutely best solution is to shift the waiver signing to the training room.

Let the ticket holder get all the wristbands they have tickets for that they deem they want to pick up.

Problem solved.


That could very well solve a problem, true - but I think it also creates one (or more) as well... If waiver signing happens in the training room - then you inevitably add possibility of error and confusion (low light + chaos of 10 possibly brand new players trying to get the most out of their TD experience, and the coach overseeing it all now adds waiver signing to the task list), plus time pressure (error precursor) to a thing that is a legal liability issue.
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Re: Player Replacement Policies 10 years 3 months ago #66

Naw its not bad. We already have to do a "legal" portion and ask if they are negatively effected by strobes or have latex allergies and any other disclaimer.

10 clipboards would be nice but there is plenty of table space in there.
Lighting is well enough to read the form and sign.


---

Folks that have the tickets that are running late wouldn't exactly be helped by this change but they wouldn't be hurt either and they wouldn't be slowed down heading into the player coaching room where time is of the essence.
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Re: Player Replacement Policies 10 years 3 months ago #67

Arcanist Kolixela wrote: While players do wait list a lot of players pre-build their parties and would be upset at both having a ticket invalidated (as refunds CAN NOT be given per GenCon policy) and having the party composition altered at the last moment, not to mention the possibility of having the random PUG refuse to allow a HC or NM group to run on their pre-selected difficulty level thus upsetting 9 other players.


Maybe it's just a personality thing but I am a bit confused:

If your group has *all* of the tickets in hand and have decided on an HC/NM run but there are no shows and people from the wait list are going to join, why would you even let the wait list people have a say in the difficulty level?

Not to be mean, but you could just tell them, we have all the tickets and we *are* running it on Nightmare. You are welcome to join us but if you want Normal difficulty then you are better off waiting for another run.


George wrote: Back to page 14 again on the Coaches guide:

/start quote/

Groups with Less Than 10 Players

In most circumstances, when the full complement of 10 players has not arrived before the official start time, we will attempt to fill the group from players on the waiting list. However, there are exceptions.
Some groups prefer to play their adventure with less than 10 people. That’s permissible as long as all of these parameters are adhered to:

• All 10 hard tickets must be purchased by one or more players in the group. They may not pay for the runs with generic tickets. A hard ticket is a single ticket that specifies the exact date and time of the event the participant paid for. Note: The aforementioned rule for hard tickets only applies to groups deliberately running with less than 10 people. Players who fill in an incomplete party off of the waiting list may pay with generic tickets.

• All 10 hard tickets must be turned in All 10 wristbands must be put on members of that group. E.g., if a group chooses to run their adventure with eight people, two players would each wear two wristbands or one player would wear three wristbands. Determining which player(s) wear the extra wristband(s) must be decided by the group.

• 10 bags of tokens will be distributed to the group, as determined by who is wearing the extra wristband(s). E.g., if a group chooses to run their adventure with eight people, two players would each receive two bags of tokens or one player would receive three bags of tokens. It’s up to the group to decide how the extra treasure bags are allotted.

/end Quote/


Another thing I am confused about:

If you and/or your group are going to be in such a situation (have all 10 tickets, plan to run Hardcore/Nightmare) but realize there might be someone late, then why *wouldn't* you print out a copy of that page in the Coaches Guide, so if the admin/wait list people try to add people to your run, you can pull out the page and show them the official policy?

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Re: Player Replacement Policies 10 years 3 months ago #68

There has been talk of Difficulty level votes being unanimous. I guess I thought that was also a policy thing.

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Re: Player Replacement Policies 10 years 3 months ago #69

Incognito wrote: Another thing I am confused about:

If you and/or your group are going to be in such a situation (have all 10 tickets, plan to run Hardcore/Nightmare) but realize there might be someone late, then why *wouldn't* you print out a copy of that page in the Coaches Guide, so if the admin/wait list people try to add people to your run, you can pull out the page and show them the official policy?


I guess, in general, it's assumed that the people doing the job would know the policy and the burden wouldn't fall on the players?

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Re: Player Replacement Policies 10 years 3 months ago #70

Arcanist Kolixela wrote:

Incognito wrote: Another thing I am confused about:

If you and/or your group are going to be in such a situation (have all 10 tickets, plan to run Hardcore/Nightmare) but realize there might be someone late, then why *wouldn't* you print out a copy of that page in the Coaches Guide, so if the admin/wait list people try to add people to your run, you can pull out the page and show them the official policy?


I guess, in general, it's assumed that the people doing the job would know the policy and the burden wouldn't fall on the players?


Volunteers are people. People make mistakes.
You either discover a star or you don't. You arrogant punk.

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Re: Player Replacement Policies 10 years 3 months ago #71

Arcanist Kolixela wrote: I guess, in general, it's assumed that the people doing the job would know the policy and the burden wouldn't fall on the players?

jedibcg wrote: Volunteers are people. People make mistakes.


Volunteers (and in the case of businesses, low-level employees) commonly are not experts on everything related to their position. And as jedibcg mentioned, mistakes happen. Quite often in fact.

In the case of TD, you have a wide variety of volunteers. There are plenty of DM's who don't know much about tokens or who haven't even actually gone through a dungeon as a player. And there are some volunteers (most commonly admin like positions) where these may be last-minute random fills and the people no absolutely nothing about TD at all.

I remember back in 2011 I was chatting with a last minute volunteer that was in charge of the treasure generators. He was actually a Yu-gi-oh player and just wanted a minor volunteering role for the free GenCon badge. He knew absolutely nothing about TD.

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Re: Player Replacement Policies 10 years 3 months ago #72

Its a bit sad when they have no clue. Even more sad when they don't bother to pay attention or even go to training. Sad is on us if we don't train them well enough to do their job.

Training all around seems to be improving greatly. This particular issue seems to be one of priorities.
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