by crystlshake » July 8th, 2026, 9:49 pm
I've run a couple of the Game System quests with 5 or 6 heroes. Our usual group tends to be 4 or 5 but we've had an extra a few times. It was a bit weird the first time, but it feels pretty normal. Since we are playing with the more casual story focused heroic difficulty the extra player isn't a huge issue for the most part. I kind of played it as needed for adjustments. Like if encounters were leaving some players along for the ride without getting a chance to do much, I would add a couple more monsters to the next room or change one to a stronger one that can potentially stick around longer. I've also on the fly adjusted rooms due to player behavior- most notably when we had a new player learning the game and the more experienced heroes were turtling at the door leaving them without a chance to engage. It was also stalling the game with them wanting to play it too safe so I had two monsters move strangely to a side of the room. When they didn't push forward on the next round, I told them that an alarm had been raised and there was a great clamor of noise from the next room. That was enough to get them moving again, and the next turn I said they could hear banging on the door. I ended up adding an extra goblin or orc to most rooms, and upgraded a few of the orcs to abominations. Between the alarm and the party size it worked out really well in that instance and made for some good drama when a few bad rolls (and splitting the party for chance at treasure) put a character in a dicey situation where they were cut off from the others. It ended up being our best session in terms of tense moments as I rolled super well on the boss too, so they couldn't just face tank damage. Since I started writing an after action report of sorts after each session, some of the stuff has made for very memorable moments. Like blaming the elf's consistent poor movement rolls on an old injury.
I generally roll my dice visible to the table but will put in weaker monsters or skip a trap sometimes if someone's luck is super poor depending on their recovery options. I allow forgiving line of sight where monsters or heroes can see thru their allies. I would probably need a different group to play a less forgiving way. I don't usually make any changes to treasure though, so they have a limited pool of resources to use that extra players are pulling from. They usually use the same characters each time, but I keep the play materials so the other characters are effectively available on a roster. We've had one near death where they got careless and barely got to someone opening a nasty room and rolling poorly.