First off, this game is GREAT.
We started playing the base Vanilla game and , soon after, the WOD & AOD expansions, but we were dissatisfied with character progression.
So we collectively bought the remaining RTL & TOI so we could start the RTL campaign.
We've played many types of board games (strategy, dungeon crawler, historic battle, etc.) for years together and, to a lesser degree, RPGs.
But we've just started our first RTL campaign and we're hitting some snags.
(The following quotes are a dramatised version from my perspective as Overlord, just so you get the idea. For all you know, I could be making it up...)
INTRO
The 4 Heroes are fresh out of Tamalir in the 1st week, have just aced a 100% successful Encounter (The Hammer Brothers) and they've just fled their 1st Dungeon (Eternal Prisoner) at the 1st level with all the loot but 2 Hero deaths (which I understand to be a pretty smart tactic for early Copper Heroes...I really don't know. I've only ever played the Overlord, but I've read it several times on forums like this).
So far, Heroes have 9 Conquest & Overlord also has 9.
Hero 1
"I dunno.......it's not you. You're being a great Overlord......but I'm getting bored waiting to have my turn. I have nothing to do."
(Context: Hero 1 has Restless Leg Syndrome. I think he either loves this game and just can't wait to kick a**, or maybe I'm just taking way too long to play my turn. Is 5 minutes for the Overlord acceptable? Is 10 minutes ridiculous? I've no idea. But I just played a Kobold spawn and now I'm managing 15-20+ figures you dipstick!!!! How many figures and special abilities you gotta manage during your turn, huh ?!?!?! )
Hero 2
"WHAT ?!?!?!?!!........But when I asked you last week you said I COULD activate a Glyph AND move to town in the same turn ? Remember ? YOU SAID I COULD!!!"
(Context: Hero 2 had just activated a Glyph by moving on to it. He then tried to move his figure to town. I said "No dude, you can't do that." That settled, all seemed well for the rest of the Hero turn. When it came to my turn, I killed him with a Razorwing straight off.)
Hero 3
"No. We'd rather play the campaign game and learn it ourselves. You're the enemy. Don't give us advice".
(Context: Because I've won a majority of our Vanilla games I sorta feel sorry for the Heroes. But don't get me wrong. I play hard and I kill them at every opportunity. I don't see the point in being a "soft" Overlord, and letting a Hero run down that corridor when I have 2 Spiked Pits I can easily play.....which I've actually done. ; )
After the Heroes had finished their 1st turn, I suggested that they could've "Glyph'ed" straight to Market and check out the Copper treasures on offer, before exploring the Dungeon. (I can't find any rules to suggest why you can't "Glyph" straight to Town on the 1st level of a new Dungeon).
I've been looking up tactics and strategies on the web for both Heroes and Overlord because we're so new to the campaign style and it's such a long game. I've been dropping hints or sometimes saying "I wouldn't do that if I were you........" and reminding them of rules they missed. I can tell that Hero #3 finds it annoying so I won't do it again.........but he gets very annoyed anyway when his Hero dies over & over again. I'm probably not giving him credit where it's due.
Hero 4
"NO WAY! Laurel of Bloodwood can trace LOS from an adjacent square! Therefore, she counts the range from that square!!!"
(Context: He was well within range and he hadn't even rolled his attack dice yet and we still had a domestic dispute. My argument was that Laurel can trace LOS from an adjacent square but she still needs to roll the necessary range dice from HER square. The point is that we were starting to argue about something at the end of a dungeon, and it didn't even matter for that particular roll (she was only 3 squares away from the intended target). He said "STUFF IT. We'll work it out later. I just wanna get this done!". I think I'm just going to go with his viewpoint. One of the reasons he might've picked that character out of his starting 3 was his interpretation of that ability. I don't see any benefit in "knee-capping" his character for the rest of the campaign and it's not my job to make those decisions anyway, is it?). To my mind, his version of that ability gives Laurel +1 Range as well, but maybe he's right?
Towards the end of the level, during my turn, Hero #1 asked me one of his many questions about the rules (all the rule books are within easy reach plus we all have reference sheets).
I snapped and said "I'M HAVING MY TURN. YOU'VE GOT TIME TO KILL? LOOK IT UP YOURSELF."
Have any Heroes and Overlords had similar experiences?
What did you do?
How do you keep the game flowing, and most importantly, FUN, when it's essentially 4 players vs. 1 player?
Please share anecdotes, suggestions, brutal criticisms, etc., because we're struggling a bit.
How do we manage a dynamic like that when 1 player is expected to act like the "Game Master" but is really just Player #5?