So I have a Shadow of the Beanstalk campaign I'm going to be running in the next month or so, and the interest has grown exponentially among both my personal gaming group and FLGS. I can only bear saying no to so many people.
With this in mind I've been trying to brainstorm some house rules to more easily facilitate a large group. The main issues I've identified so far mainly center around the time to resolve checks and rolling initiative.
My current strategy for managing check resolution is for the game to involve more actual roleplaying and less dice rolling. And trying to save die rolls as a last resort.
Initiative I'm having a bit more trouble streamlining. There's the tried and true method of just going in a circle clockwise around the table, but that method always shoehorns all the enemies going at once.
I saw one suggestion on the Facebook group that I like that involved the PC and NPC slots just going one after the other; e.g. PC > NPC > PC > NPC etc. With the ability for a player to flip a story point to "jump ahead" in the initiative order.
I've also be mulling over an idea that involves a die roll, most likely a d10. One roll per initiative slot in the encounter. Each character gets to add either their ranks of cool or vigilance (as dependant on the situation) as a +1 to the die roll. Higher numbers generating higher initiative slots. Talents involving initative would just add more bonuses.
But I'm mainly looking for feedback on these ideas and what other players have done for large Genesys groups. What problems have you run into and how did you solve them? Or were you never able to solve them?