So, had my first actual gate burst go off last night, and while it was an interesting effect, it was pretty late and so it was more annoying than challenging (especially as we had plenty of room on the doom track and 5 seals when the burst happened, so there was no real way it was changing anything...and indeed we re-sealed that gate almost immediately and then got an Elder Sign to seal the last gate shortly thereafter).
I'm wondering...does anyone have any alternate rules they like to use for what happens when a gate burst card is drawn, either in addition to the burst, or just replacing the gate burst concept? Especially the latter...I'm looking for an alternate rule we can use for those cards if we're playing a game late and just want to get done and go home, but that still provides a negative impact when the card comes up on a sealed location. Something that still makes a gate burst a Bad Thing to Draw that adds some tension, but doesn't actually
lengthen
the game if I have to get to work in the morning.
I was thinking of just saying that instead of the seal breaking and a gate opening, you just add a doom token to the doom track despite the seal (as that would add tension and actually potentially shorten the game), but if anyone else has an interesting suggestion I'd like to hear it.