I don't think this game is for my group. We are all new to the system, so I expected lots of questions and searching of the rulebook, but it has been ridiculous. Part of the problem is two of the players are heavy rpg players and they want to treat the overlord (me) as the Dungeon Master. It has taken them up to this point to start helping with board setup or to touch the campaign book (they somehow believe it is secret knowledge that they have to dig out of me by barraging me with questions) I cannot tell you how many times I have told them it is all open knowledge.
I no longer look up answers to questions for them because it has been so bad that I have given up my own strategy planning time to just keep the game moving. The problem with this is I have to trust their interpretation of the rules (we are all new) for the first few turns last night(maybe three or four) the heroes were insisting stone-skin applied to all heroes within three spaces and lasted the entire turn. After I read the card and walked them through how it really worked, one hero for one attack, they moved all the more cautiously and slowly (yuck) and grumbled about the overlord being over powered.
Last night we finally played interlude 1 of the shadow rune campaign.
From the first hero activation to final concession it took 4 hours.
4 HOURS, this does not include board setup and monster selection, which I had done ahead of time.
To make things worse a new player arrived and wanted to jump in. Fine. However the rpg players are too attached to their 2 heroes each, and would rather get out a new hero and put two of theirs back in the box and reset for a three hero game. (I would rather they just divide the current four heroes among them and get going, but they wouldn't hear of this.)This took 40 minutes, they added Grisbane (whoever the dwarf is), with the appropriate xp for purchasing abilities. I also thought it would be nice to let the new guy buy something from the shop for 150 gold.
I decided for the sake of time I would not re select monsters, but reduce down to their three hero strength. I am not complaining about this as I had a Shadow Dragon, an Etin and a Meriod.
at two and a half hours I was willing to concede because i was just not seeing how i was going to get the casket from Grisbane (whoever the dwarf is). They had an unused healing feat, and Grisbane had a healing poition. So If I was going to get the casket I was going to have to knock out Grisbane and pick up the casket and run in the same turn. The heroes said I could concede if I gave them every scrap of treasure on the board in addition to the victory conditions (up to this point they had been trying to jump down the river and waterfall, so they were going pass search points with their current strategy).
I was willing to give them victory and the shadow rune, which is a big deal, but all the treasure on the board, which was four more items was insulting. I decided to grind it out and be a mean angry overlord.
it took another hour and a half, mostly because the heroes were crapping their pants.
In the end Zacereth grabbed the casket and jumped down the waterfall. I thanked the dwarf for carrying the heavy casket most of the way and the heroes conceded.
I would feel bad, but this was my first victory as an overlord. (Yup they have won every single encounter up to this point.)
And of course the heroes feel cheated and say I am now overpowered.
All said and done 4 hours is just too long. I expected the interlude to take longer, but not 4 hours. Honestly I cannot see any reason why it could not have been as fast or faster than our typical encounters usually an encounter takes 2 hours for my group, (quests take 5-6 hours, roughly two hours of play and two hours of setup by an overlord who is trying to set up a map(s), help the heroes with their shopping, upgrading, and answer questions they have, let alone pick monsters and develop my own strategies.
I am not sure its worth the work. I am now starting to get a handle on the Overlord role ( I have my fair share of mistakes), but the work of hashing out what every hero can and cannot do is taking to long, the heroes take forever. I feel like I am willing to give up opportunities for strategy and better planing for the sake of getting the game moving, but its not going the other way with the heroes.
I suggested timed turns and they said that would not be fair.
I set up ahead of time whenever possible, but play still takes forever.
I can see the awesome potential of this game, it is beautiful. I have had more fun losing than in our marathon last night that resulted in a victory for the overlord.
I just don't think this is the right game for our group. I am open to suggestions on how to better conduct play, shorten the game, hash out rules questions and overall make this a better experience.
I fear this game may have to hit the shelf until a later time with perhaps some different players.
signed,
angry overlord who wants to love this game.