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TOPIC: General Feedback on Runs

General Feedback on Runs 1 year 11 months ago #25

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I had one of the last runs saturday and was told we could mail them in. Does anyone know if theres any accuracy to that?
Semper Gumby, Always flexible.

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General Feedback on Runs 1 year 11 months ago #26

Picc wrote: I had one of the last runs saturday and was told we could mail them in. Does anyone know if theres any accuracy to that?


I would also like to know. I am in a similar situation.

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General Feedback on Runs 1 year 11 months ago #27

If anyone still needs treasure draws done for them I am willing to do them for people at GHC I can video record your draws.

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General Feedback on Runs 1 year 11 months ago #28

I have 400+ pulls to do at GHC. If there is a mail in option I would be interested to learn about it as well. I didn't want to stand there forever on Saturday night, and didn't realize it would not be open after midnight.
First ever death in True Horde
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General Feedback on Runs 1 year 11 months ago #29

The store was open for draws Sunday morning.
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General Feedback on Runs 1 year 11 months ago #30

bpsymington wrote: The store was open for draws Sunday morning.


Sigh. I had no idea. I found a 10 treasure token on my hotel room floor Saturday night. Well it was actually very early Sunday by the time I got back to my room.

Oh well, I'll just pull at GHC.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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General Feedback on Runs 1 year 11 months ago #31

bpsymington wrote: The store was open for draws Sunday morning.


It wasn't communicated very well that it was going to be open. The volunteer working epilogue saturday night said it would be open but multiple other volunteers said it wouldn't be after leaving so we had to walk back to do our pulls than risk lose them.

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General Feedback on Runs 1 year 11 months ago #32

Regarding the misuse of the ranger's to hit stat on your Thursday morning run through Dancing Combat and the first set of necklace scrael. That one is on me. One of your group did mention it and I adjusted part way through the fight and retconned the damage they should have done back in. Not an excuse for the foul-up, but hopefully made your experience a little better. I'll try and improve for the future. I hope to see you at TD again.

Lawrence "No True Scotsman" Abrams

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General Feedback on Runs 1 year 11 months ago #33

First timer + 3 other first timers here:
Run = TDA17117818 Moongate Maze (combat) - Fri 11:12 PM

Positives:
  1. Full on veteran + volunteer group plus our 4 newbies did Hardcore (whichever was the second highest) and we didn't get completely carried. In fact, they graciously lent us many tokens but by no means were they (or us) gods. Was concerned about this with our being in a late night run.
  2. Buying an extra token pack for each person (and then sharing, of course) felt like more than enough if we had gone on normal mode with a totally newbie group.
  3. Puzzles were all satisfyingly challenging while not being punishingly so. We were always on "a" track even if we didn't get it complete, we never felt TOTALLY lost.
  4. Prep time + practice room felt sufficient to explain how things were gonna go and we felt prepared to handle the basics of what we were about to go through. Great work on that!
  5. Our guide and his story arc was fun.
  6. Set design was pretty sweet, albeit inconsistent in quality / richness.
Negatives:
  1. Hard to know which room we're in because we were so focused on the game, even the veterans lost track.
  2. Due to the above, specifically as a newbie, I and my group didn't use all of our character spells because we felt it was going to be all but mandatory to save them for the big boss.
  3. Why would the combat focused run END with a puzzle? That sucked period.
  4. Felt incredibly rushed, and while that's not a bad thing, I did not expect it to be like that. Considering the time allotment it seemed as if the actual game portion would be more "time full", so that felt deceptive.
  5. Puzzles felt way too reliant on ambiguous word play to the point of the "design strategy" of them felt repetitive and left me craving more a search style puzzle or perhaps something that could have been achieved through inclusions on our personal gear etc. I'd be happy to brainstorm further on this.
  6. The "hedge shade" fight fucking sucked. I'm ok with challenge, but it felt... inconsistent? First time we darkness'd us we failed to come out of it 2 (3?) times, then took AOE damage. Second time we got it first roll AND it was a high roll. What happened? Same amount of AOE damage. Felt a bit bad ,like it didn't matter OTHER than it was a time waster. Perhaps this feedback is more neutral than negative...
Neutral:
  1. Price felt fair, though I would definitely begin to consider NOT partaking if the price went up any further. As is it rivals the full weekend con badge. The experience was good, for sure, but that is a significant premium.

Overall we are VERY excited to do this again and I am grateful for all the hard work the company AND volunteers put in!

P.S.
Please bring the tavern back. =(

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General Feedback on Runs 1 year 11 months ago #34

Anthony Barnes wrote:

  • Why would the combat focused run END with a puzzle? That sucked period.

  • THis one definitely caught me by surprise too, I've been meaning to ask, did Moongate Puzzle end in a combat? I'd chalk it up to fae trickery at that point.
    ~Meta: Don't worry, it is perfectly "safe" to follow the drunken dwarf into the dungeon!

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    General Feedback on Runs 1 year 11 months ago #35

    MetaphoricDragon wrote:

    Anthony Barnes wrote:

  • Why would the combat focused run END with a puzzle? That sucked period.

  • THis one definitely caught me by surprise too, I've been meaning to ask, did Moongate Puzzle end in a combat? I'd chalk it up to fae trickery at that point.


    It's not the norm, but it does happen. Golembane Combat ended with a puzzle in 2013.
    D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

    Let them trap us. We have our swords. - Elric of Melnibone.

    You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

    I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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    General Feedback on Runs 1 year 11 months ago #36

    Anthony Barnes wrote: First timer + 3 other first timers here
    {snip}
    Please bring the tavern back. =(

    You're a first-timer and you remember the tavern?

    Anthony Barnes wrote: Why would the combat focused run END with a puzzle?

    Just spit-balling, but here are some possible reasons:
    • It fit better with the story.
    • There's no rule that says a combat-focused run must end with a combat nor that a puzzle-focused run can't end with a combat. Those scenarios can and do happen on occasion.
    • Jeff wanted every group to experience a cool end-of-game puzzle
    For the record, I don't know know the actual reason, but a tingle in the back of my mind says the first one seems likely.
    Have you looked it up in the TDb ?
    Please post TDb corrections/suggestions in this thread .
    If I write something in teal, it should not be taken seriously.

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