Chris Von Wahlde wrote: Would there be a way to put a time limit on the codes. They have to be put in by the end of GenCon or Monday. That would all but eliminate Ebay sales.
Any time frame short enough to eliminate Ebay sales would also be particularly punishing on players who travel, or come down with Con Crud and end up worrying about little but 'not dying' in the days following (minor hyperbole present, but when I'm fighting off The Plague post convention, worrying about getting my codes entered within a few days of getting home isn't a high priority).
Also, it doesn't seem to be a common occurrence, from a cursory ebay search. Might be a bit of an overreaction to put such a short time restraint on experience validation when compared to the tens of thousands of runs that have happened over the years. If there were dozens or hundreds up for grabs, sure, but this is the roundingest of rounding errors.
If they really wanted to crack down on this, my thought is that there'd need to be a way for people to sign up for an account before their run, and the exp is associated with that account directly after the run ends. This would involve a lot of infrastructure (pcs/tablets/something on hand for volunteers to set people up, slow down the finale as someone has to log exp earned into each account one at a time, etc) and would add layers of inflexibility to participation (while we should all endeavor to show up early for a run, if someone is running late and doesn't have an account, do they miss their slot? Hold up the run? It'd be messy under good conditions, let alone the well oiled machine TD needs to be to keep everything going).
Something to keep an eye on, sure, but just about any reaction at this point to a single sale would be an overreaction, imo. The exception would be if TD feels strongly enough about it, to add the previously mentioned "NOT FOR RESALE" markings to the cards. Otherwise, frankly, I don't see what business it is of ours. The card is given, people can do with it as they please. This is public, but I found an experience card laying around at Gencon, could have entered it if I wished. I could have given it to a friend. Selling an item like this is, to me as a consumer, no different from selling off tokens or other nick knacks.
Yes, it may be against the spirit of the game, but not everyone cares about their immersion or the sanctity of the system, and if it's not illegal or explicitly forbidden (and clearly labeled), I don't see how it's reasonable to enforce that desire on others.
Someone tried selling a 2016 Adventurer's Guild badge as well. Surely that too is against the spirit of how limited those are supposed to be, at least by my recollection? There's a volunteer token up as well, that strikes me as considerably against the spirit of a reward for service, to be passed onto someone just because they have the money?
Which kind of comes down to the crux of the matter; True Dungeon is a heavily monetized system. No, I'm not saying it's 'purely pay to win'; wits, skill at sliding, memorization, puzzle solving, all incredibly valuable. But the existence of the secondary market seems fairly indicative of the popularity of people paying for advantages. The "PYP" feature; pay a bunch to be guaranteed something awesome. What makes experience cards a step too far in a game/business strategy built out of people paying a lot of money for a wide variety of items and privileges already?