Hey all. So I've got a query that perhaps may make some explode in rage, to whom it is not a problem at all but a definite Good Thing - alas, as with all Good Things, sometimes one gets too much of it. So with apologies to those suffering from the opposite of my issue, I present my case...
I've run two Dark Heresy campaigns so far for my friends, which ran 4 and 3 Acolytes, respectively. This is my third game, and is looking to be the biggest by far: six players have come on board, all of them showing a whole lot of excitement and commitment to the game and gametimes. Some problems, though: of these, only two of them are experienced TTRPG players. The rest enjoy it, but are more prone to the faults of the medium that sometimes raise their heads...namely, when things begin to drag. Namely, when things begin to drag in combat .
Having a good slugfest with 3-4 players is easy; even with a minion for each Acolyte and perhaps a boss to even them out, you only make 8-10 character turns per round. As more players join, I find myself wondering what to do to expedite my turns and make things move a little faster - with 6 players, rounds with 13-15 turns in them aren't out of the question. For everyone involved, I think that's too much.
My idea is a simple one, but I'd like your opinions on it: Half the enemy NPCs, with double the Wounds on each. It doesn't fit a plot or story terribly well, but it would make the rounds go faster - or, more to the point, it would give my Acolytes more turns to do something (which, really, is all they care about). Does this sound like a decent fix? Have you encountered a similar problem before, and how did you solve it?