I am teaching the game to a ton of new people Thursday. I was going to be playing with only 3 others and planned to join in myself, but now that we're up to 8 players including me, I figured the game would be more fun if I keep things moving.
As a result I've decided to play the role of ARKHAM MASTER! Stay out of the game as a player and act as rules guardian, referee for things 1st player normally resolves, reader of cards, and general knowledge base.
My post is two fold: How can I keep the game running smoothly? With only one experienced investigator (has played a single game a month ago) still in the group. We have either 4.5 hours or if we're lucky, 6 hours to play the game in, and I think we all know that even with an experienced group 6 hours can be too short.
I'm playing Vanilla, and they're up against Yig, so as a light sleeper, that should make it easier. I'm incorporating Epic Battle and I'm also playing a house rule where the Ancient one awakens at Current Doom - Seals in Play even on a Seal or a Gate Close Victory to assure an Epic Ending.
Another thing I wanted to ask was on teaching. Arkham has a lot of rules, is there a new player cheat sheet or anything? If not what rules would you say a player MUST know if an Arkham Manager is in the game? My first thoughts are skills, skill checks, phases, derived checks such as combat and horror, movement points, clues, closing, sealing, and otherworlds. Also the win/lose conditions.
The other half of my post would be this: For those that have played games like Descent: Journeys in the Dark. I thought it might be fun (NOT FOR THURSDAY) to play the role of the Herald, actively orchestrating the forces of the Mythos to pave the way for the Ancient One's awakening. Obviously you'd have to be very careful about what rules you alter as the "Herald" to not totally break the game in favor of the Mythos. Has anyone tried this before?