While playing my Session this weekend I had a house guest who wished to get in on our RotR play session. This added a 7th player to our game for the evening. I decided to just run the game with the standard 8 locations and 30 blessings in the count down deck. This seemed to work in a tolerable manner but it came down to turn 30 in scenario one, turn 27 in the second scenario and the third scenario ended on 28. That seems pretty common from the other listings on the board here for a scenario with a high player count, but these still seemed to be very close calls from the other player's perspectives and I agree with them.
My concern is that it did not follow the Players +2 location guideline from the standard play. I think that a 9th location should have been added with it's own 10 card location deck and another henchman. This then leads me to believe that successfully completing the game in the normal timeline of 30 turns would prove unmanageable without extreme levels of luck.
So I am looking for feed back on the purposed changes for such sessions that I have laid out below. If there is another thread out there for this line of thought please point me there as I wasn't able to locate one.
- Additional Locations -
To add a Location for the new player select the last location from the the Scenario prior then if another player is added take the first location from the following Scenario.
Do this for each additional player that is added to the game. I suggest to continue to stagger the locations if possible, taking location 8 from the previous then location 1 from the following, then 7 then 2 until the location total has been met.
DO NOT use locations from outside the adventure path. If you are in the First Scenario of the adventure you must choose the First location of the second Scenario and if you are in the Last Scenario you must choose the last of the previous Scenario.
The location deck would be built using all of the normal rules. The Henchmen card would need to be a proxy of some sort. I would suggest using a henchman card from another scenario, with it using all of the rules from the current henchmen in the scenario. This will maintain the Color indication system and remove the possibility of confusing the "proxy" with a standard boon/bane card. This proxy would then be mixed into the normal villain/henchman pile and added to the location decks.
- Increasing the Blessing Turn Order (needs the most work) -
The current Turns to players ratio is hard to replicate and maintain the notion of a successful game. The Players:Turns:cards 1:30:30, 2:15:40, 3:10:50, 4:7.5:60, 5:6:70 and 6:5:80 works very well, but breaks down going forward. 7:4.25:90 and 8:3.75:100 makes for a too tight turn limit for the additional cards added for the locations.
So I am suggesting that the Blessings deck be increased to maintain a full 5 Turn Limit for all Players. Essentially adding 5 Blessings to the Blessings Deck per additional player beyond the 6th.
Yes I know that adding 10 location cards and 5 turns per player seems like too many turns, but with the standard variance of the location decks it is likely that this will keep the players down to the wire on most scenarios. I was toying with the idea for allowing for more turns with a calculation like Players-2 in turns, so 8 players would have 6 turns for 100 location cards and 9 would have 7 for 110, but that seems to add too much positive variance to balance out the negative variance of the addition location decks.
- All other rules -
This system specifically avoids messing with player decks and available boon cards. The adventure paths as we have played them so far seem very well balanced within their own adventure sets. I do not feel that modifying the player's power level due to additional players, up or down, is unnecessary.
The adding new players in ongoing games rules would still apply for any character deck creation.