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Bibamus said:
Okay. We've heard the complaints and have realigned the slots to hopefully help everyone out. Slot 1 will be 9:00 to 1:30. Slot 2 will be 2:00-6:30. Slot 3 will be 7:00 until they kick us out (probably around midnight). We have an extra half hour for GMs to prep players and for general good times during the game. The later start time will help everyone involved (especially those of us setting this up). There is, however, a slight problem for those of you taking the Metro rail in the morning. The UMD shuttle between the CP station and the Student Union does not start running until noon (when it leaves the Union for the metro station). Our suggestion is to carpool and park in a nearby lot. We will provide driving and parking instructions at a later time.

Cool -- that will help a lot.

FWIW, I've just taken a cab from the Metro to the Student Union the past two gamedays. It's worth $5 to not have a hassle getting there.
 

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I'm just writing this to say that I've been pretty much incommunicado (no computer/no phone) for the past few days, and I'm likely to remain that way for a while. Fortunately, the TGC has awesome members who have taken the gameday "ball" and run with it. I'll add my commentary from the side whenever I can, and I'll see you all in October.
 


What I'm running, as of now:

Correl: An Element of Origin
Morning slot | 3-6 player slots available
D&D 3.5 | 10th level | Bring your own PC [10th level; 32 point buy; 50,000 GP spending limit] (pregenerated PCs also available)
The Kingdom of Correl seeks out an adventuring band gone morally astray during their expedition to the Oton Peaks to the east. The characters are brought together as one of the strongest groups in the history of the Kingdom to track down the group and bring them home to face accusations of heresy, bedevilment, and conspiracy against the young nation. Can they be found? Will they come honorably, or at least willingly? What made them turn against the Kingdom? What do they know that no one else does?

Bloodshed: 9
Mayhem: 9
Strategy: 9
"Shawshank Redemption"/"Sixth Sense"/Kafka-esque plot twists: 4

Same as last year, I will have 3D site encounters and multiple scenes. The adventure will be designed for 4 hours or less to allow for more goofing off time that was hard to account for last year. DM and learn I guess.
 
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Okay, there has been an interesting question posed to the TGC officers by the Treasurer. Do we want to stay open until 2:30 AM? I put it to you, ENWorlders, do you want to stay and play until 2:30 AM? We would like honest answers from everyone that replies, as staying open later will (obviously) cost us a little more money. If people want to stay late, that is perfectly okay, we just don't want to have the three TGC officers sitting around at 1 AM wondering where everyone ran off to. If you DO want to stay, the last slot will run as long as you want, with 2:30 being the latest you will want :). Any time after will be open gaming time, with any games that people want to set up being perfectly acceptable. Let me know at our e-mail address what you think. We would like everyone who registers (or has registered) to respond.

Watch this space for further updates.

Daniel Powell
President, TGC
terpcon@gmail.com
 


MarauderX said:
What I'm running, as of now:

Correl: An Element of Origin
Morning slot | 3-6 player slots available
D&D 3.5 | 10th level | Bring your own PC [10th level; 32 point buy; 50,000 GP spending limit] (pregenerated PCs also available)

MarauderX, I'd like in on this game please! As far as the PCs go, can we use prestige classes, or would you prefer that we stick with core classes? I'll probably go with a straight up 10 level single core class, but you never know...
 

Bibamus said:
Okay, there has been an interesting question posed to the TGC officers by the Treasurer. Do we want to stay open until 2:30 AM? I put it to you, ENWorlders, do you want to stay and play until 2:30 AM?

By 2:30am I hope to god I am back home in Charlottesville and asleep in my bed... :)
 

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