Last night we played the first evening of a trial campaign. We started with the Silver Start rules from Pg 9 except (House Rules);
1. We allowed the OL to choose a single city to sack (he chose Riverwatch to kill the market there) after the heroes chose their first one to train from (before they choose their second.
- First, it is rare for an OL not to have sacked any cities by the end of Bronze.
- Second, the OL needs the extra weekly CT as the heroes start to go through dungeons faster.
- Third, this limits (though not much) some of the combos that can be easily formed by the heroes through the Silver start rules.
2. We allowed to spend all (no saving) of his 100CT (+15 starting, +5 sacked city) before play started.
- First, its just plain ridiculous that the heroes can spend their loot and the OL can't!
- Second, its heavily unbalancing for the OL not to be able to spend, especially as the heroes have already skipped the supposedly hardest level. A week to upgrade one category to SIlver (heroes run through an entire dungeon). A second week to upgrade that category to Gold (Heroes run through most of an entire dungeon unless they are very unlucky). A third, fourth, fifth weeks to get started with some Lts on the mapboard, while the heroes have free rein to train with all that loot the got... etc etc.
- Third, allowing the OL to 'save' some of his CT would see the heroes with a (limited) selection of bronze treasures go up against Gold critters in their first move. And Treachery/Silver critters. Starting bronze heroes might get in 2-3 dungeons worth before they have to face an upgrade.
House-rules for Feats are also being tested:
1. The Heroes get 1 feat each at the beginning of each dungeon (not level) and each time a glyph is activated the activator gets a single feat card.
- Keeps feats in the game without being dominating. The one at the start counters the lack of 'saving' in #4 below.
- Because we play one on one the hero player has to play all four heroes. Too many feats for each hero makes it tough. One apiece and an odd extra one keeps things simple to remember, and even simple to check if you can't remember. Too many options could actually cause problems here.
2. Any time a hero plays a feat card the OL draws a card.
- This is the 'price' of playing a feat. Simple to administer and of uncertain value (before and after playing the eat!), it also increases the OLs options to counter the increased options of the heroes.
3. No Feats in encounters
- Too tricky to work out and probably too unbalancing anyway. Not worth the hassle we decided.
4. No feats kept at the end of a dungeon.
- Prevents 'saving up the good ones', keeps the book keeping clean and easy.
The heroes have an advantage over normal bronze-start in the dungeons - because although the OL starts with some Silver monsters and a significant whack of treachery, the heroes are powered up with bronze upgrades and 1-2 extra skills each (and a few good bronze items). OTOH the OL has a kickstart on the map, starting with 3 Lts and Seige Engines - on week 4 Thadd (80 wounds and 8 armour or something similarly ridiculous) will be rolling to destroy Greyhaven while seige markers will be placed on Nerekhal and Forge.