Thanks guys, keep it coming
* timed turns was a plus (just remembering to reset timer was an issue at times
* 2 hours for a game was too long - maybe players who like a more stately pace prefer 2 hours for a game but it felt like it dragged on at times.
* would actually prefer first TD wins over set game time.
* soft teleport rules and no +1 to armour rolls for hitting the floor made it feel a bit of a namby-pamby dungeon season...
A few things here are the challenges of the format. Last year when I was thrashing this out people were not keen on doing traveling for a short game. Even the run-away leader rule was met with disapproval for the risk of a short game. So I think 1st to score is definitely a non-starter. A reduced game length is certainly an option though... 90 mins?
Given the hazards in some dungeons I softened the teleporter rule deliberately. The Castle of Aaarrrggghhh and Dukes of Hazzut were devastating to some teams with players out for the game pretty quickly. Combine that with teleporters that you are forced to use and games could have ended very quickly.
The +1 armour was still there, just a little harder to pull off. Based on previous years Dungeonbowl feedback there was a strong sense that it favored bash teams. I hope this season was a little more balanced... or at least reasonably fair across all teams. Given we have dwarves, chaos, elves and slaan, experienced and first season teams, all in the play-off's I'm pretty comfortable that was achieved.
Stalling is a tough one to manage. I think if you are going to employ this as a tactic then be open about it. Don't kid yourself, it's obvious when you do it, so show your opponent some respect, wipe it off the total game clock and move on with the game.
As always when messing with the format it's impossible to please everyone. It also has to work as well for new players and veteran coaches, starting teams and experienced teams.