| Steven Marsh |
Our household enjoys the PACG, but we find it at times a bit too tough for our liking. This has been exasperated as we've started Wrath of the Righteous. Our group doesn't mind having an easier time, since we view the Card Game as being a surrogate for the RPG experience, where we get to see how cards interact, have fun playing characters, etc. In most RPGs I've been part of, the assumption is that the players are going to win . . . or, at least, will have a really good shot at emerging triumphant. (This is similar to movies in our mind; you know the Hero is gonna win . . . the fun comes in seeing how he's going to end.)
The trouble has been how to house-rule the PACG to maintain a level of tension, while not making it either too easy or keeping it too hard for us.
For the past couple of games, we've had a house rule that has been working well for us to maintain this feel we're looking for, so I thought I'd share.
- House Rule: All characters get a bonus — to all checks — equal to the number of open locations, minus 1.
We've been playing with a three-player game, so this has traditionally meant five locations, which means a +4 bonus at the beginning, which becomes +3, +2, and +1 as locations are closed . . . ending at no bonus at all when there's just one location left.
This has had the effect that the opening rounds of the game are a bit of a romp, with the heroes getting stuff easier, having an easier time with traps and monsters, and having an easier time closing locations. It's also reduced the number of wasted turns; so often in previous games a large percentage of players' turns are essentially pointless: "Oh, the difficulty to get this boon is 7, I have a d6. Even if someone uses a blessing, I still only have 50/50 odds. I guess this turn is moot." Conversely, with a +4 (at the beginning), that same d6 check now has a 4-in-6 chance of getting it . . . and if it's something someone really wants, then spending a blessing becomes a much more logical proposition.
However, as locations close, the bonus decreases . . . until the last location, when you're basically playing without training wheels (not counting whatever goodies you've acquired in the rest of the game, of course).
Oh, and "closed = closed" . . . even temporarily closed. So the only way to win (in most scenarios) is to face the final villain with no fiat bonus.
I haven't played this with a larger group; it might need to be toned down, perhaps capped at +4. Or maybe not; in theory, in a larger group, a few locations are going to get closed pretty quickly. But we've only playtested this with three players, so YMMV.
Anyway, we haven't playtested this to the ends of the earth yet, but — so far — it seems to be making a more-relaxing experience for us. If anyone's done anything similar, or can think of any immediate pitfalls or problems, feel free to share.