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TOPIC: Dealing with "wandering" Treasure Enhancers

Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #73

I like that Kirk. Redesigning epilogue is better if there is space for it. That resolves the issue of people being able to modify the party card in the dungeon too.
Classes Played: Barbarian (65 times), Monk (56), Ranger (33), Rogue (25), Cleric (21), Fighter (13), Druid (12), Paladin (11), Dwarf Fighter (10), Bard (7), Elf Wizard (2), Wizard (2)

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #74

I like reducing complexity in the coaching room as well. Especially as more IS nuggets are added.

One problem though. If the first player has a CoA or CoGF you don't know what it's worth until everyone has gone through.
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Last edit: by Harlax.

Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #75

Maybe the Training room would work, as long as:

1) It was controlled access and nobody could enter or leave once the group entered it, and

2) It could be designed so that a few Treasure Enhancing tokens couldn't be handed from person to person as the Volunteer worked through the group. It seems like that could be accomplished by have the group stand in one area, and then one by one head over to the training area after their treasure enhancing tokens were checked.

My concern over that is that even if in theory it is controlled access, it would be hard for the Volunteer to tell a player they can't go to the bathroom after the Treasure Enhancing check if they said they needed to. That wouldn't be a concern in the Dungeon, as your Dungeon is over if you leave for the restroom. On the positive side, it seems better to interrupt the Training Room than an actual Dungeon room.

But I'm also not sure the time involved with checking the tokens in a Dungeon room isn't being overblown. The DM often checks numerous tokens during the course of the room, this would just be a few more. And the group could be told in the coaching room to expect to have to show the Treasure enhancing tokens during the Dungeon, so they should be able to have them in hand and ready to show.

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #76

Jeff321 wrote: I like that Kirk. Redesigning epilogue is better if there is space for it. That resolves the issue of people being able to modify the party card in the dungeon too.


My concern with that is the epilogue room is already pretty packed with things happening, and does sometimes get backed up. They were supposed to check the Treasure Enhancing tokens at TDC and from all accounts it was pretty hit and miss. I'm not sure why we should expect that to get much better, as the volunteers there have so many other things they are keeping track of.

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #77

Incognito wrote: Here's another possibility, that gets combined with another long-standing idea:

Reintroduce the volunteer who stays with the party the whole time. Have that volunteer check for treasure enhancers at some point (randomly after one of the seven rooms).

Hopefully, the party will finish at least one of the rooms early!

However, this requires additional volunteer manpower. But this idea was already being floated around (for other reasons). So if it gets implemented, it can also cover this issue too.


This is probably a good choice for a check while in the dungeon. They can check over several rooms, if needed, marking each total with initials or a stamp.

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #78

balthasar wrote:

Incognito wrote: Here's another possibility, that gets combined with another long-standing idea:

Reintroduce the volunteer who stays with the party the whole time. Have that volunteer check for treasure enhancers at some point (randomly after one of the seven rooms).

Hopefully, the party will finish at least one of the rooms early!

However, this requires additional volunteer manpower. But this idea was already being floated around (for other reasons). So if it gets implemented, it can also cover this issue too.


This is probably a good choice for a check while in the dungeon. They can check over several rooms, if needed, marking each total with initials or a stamp.


If this volunteer is not the a traveling DM this would be more volunteers than any proposed idea thus far. You would need a minimum of 28 extra for Gen Con as there are 28 rooms being played at a time. Though you would probably need another set to allow the one in room 7 to get back to room 1....that could be fudged though if the entrance and exit are near each other.
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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #79

Incognito wrote:

Jeff321 wrote: 4. Rarely does anyone leave training after entering. Just add a rule that training is "part of the dungeon" and once you're in, you can't leave.



Really? For many of us experienced players, Training Room is also known as Bathroom Break Time....


Seconded - I usually run the tokens we don't need to show up to the bag check between coaching and training and join the party in the training room.

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #80

Matthew Hayward wrote:

Incognito wrote:

Jeff321 wrote: 4. Rarely does anyone leave training after entering. Just add a rule that training is "part of the dungeon" and once you're in, you can't leave.



Really? For many of us experienced players, Training Room is also known as Bathroom Break Time....


Seconded - I usually run the tokens we don't need to show up to the bag check between coaching and training and join the party in the training room.


That is fine, show up to training late. Just don't leave once you get there.
Classes Played: Barbarian (65 times), Monk (56), Ranger (33), Rogue (25), Cleric (21), Fighter (13), Druid (12), Paladin (11), Dwarf Fighter (10), Bard (7), Elf Wizard (2), Wizard (2)

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #81

As mentioned by someone else, I don't understand how the process that was proposed at TDC wouldn't work.

I think it may be an incorrect assumption that it didn't work, and perhaps we're looking to see if there is an even better way of handling it.


As feedback to TBTP:

I went on 2 runs at TDC. URTEs were checked once in the coaching room, and 0 times in the epilogue room.

If there were "wandering URTEs" at TDC, I don't think we can conclude the simple policy of: check in coaching, check in epilogue would not be effective at eliminating it.




In last year at Gen Con, my URTEs were checked 0 times in the coaching room over 3 or 4 runs. I was even on a GT run where one player had no tokens with them, and another player vouched for them telling the coach "they have whatever they say they do." I'm 100% sure the player in question did in fact own those tokens, but it shows that coaches aren't systematically checking tokens - especially when a pre-printed party card is presented.



So - I would recommend before we get too carried away:

1. Announce clearly:

* In the forums
* On the website
* In the TDb for those tokens
* In the coaches guide
* In the volunteer training
* In the Gen Con event description
* With signs in the coaching room

That URTEs must be carried through the dungeon in order to be redeemed.

2. Actually have coaches verify URTEs. Have an AC randomly check in with parties to make sure this is being done throughout the event. Coaches may need a quick reference card about what token combinations are needed for what numbers of pulls.

3. Actually have URTEs verified in the epilogue room. Have an AC randomly check in the epilogue room that this is being done throughout the event.

And see if the problem goes away.




I sort of wonder if perhaps tales of loaned URTEs haven't been greatly exaggerated, and TBTP are just surprised at the amount of URTEs being presented and runs begin done by full CoA parties. Certainly in my TDC runs there were never fewer than 16 CoA traveling the dungeon with our party of 10...

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Last edit: by Matthew Hayward.

Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #82

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Didn't read through all seven pages of posts, so forgive me if I am repeating something. Why not have DMs in rooms 3, 4, or 5 check for URTEs? One or more should be a puzzle room, and the DM could check once the puzzle was solved, or during the solving. S/he could mark the party card, so if one of them did it, the others wouldn't need to.
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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #83

Matthew Hayward wrote: Certainly in my TDC runs there were never fewer than 16 CoA traveling the dungeon with our party of 10...


Yeah at TDC I wouldn't be surprised if there were more CoA in attendance than there were players in attendance :)
Classes Played: Barbarian (65 times), Monk (56), Ranger (33), Rogue (25), Cleric (21), Fighter (13), Druid (12), Paladin (11), Dwarf Fighter (10), Bard (7), Elf Wizard (2), Wizard (2)

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #84

bpsymington wrote: Didn't read through all seven pages of posts, so forgive me if I am repeating something. Why not have DMs in rooms 3, 4, or 5 check for URTEs? One or more should be a puzzle room, and the DM could check once the puzzle was solved, or during the solving. S/he could mark the party card, so if one of them did it, the others wouldn't need to.


Brian, that was my thought also. In a Puzzle Room, the DM could wander around and check each player for their Treasure Enhancing Tokens (URTE isn't really an accurate description since the CoA isn't Ultra-Rare). 12 minutes should be plenty of time to catch everyone without too much disruption. The DM would just need to be on guard for anyone passing TE tokens to someone else in the room.

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