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Gloomhaven» Forums » General

Subject: How friendly is Gloomhaven to players dropping in and out? rss

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Wade C.
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CAPE GIRARDEAU
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So, I've been looking at GH for a while now, but I haven't pulled the trigger because, despite looking like exactly the kind of thing I would love, I'm not sure how well it would fit my group. I've been trying to piece this together from things I've watched/read over the last few months, but I think just directly asking will (hopefully) clarify things for me.

Here's the issue: my gaming group consists of a loose group of ~8 people, but only about 3 of us are the more consistent "core" of the group. The other people kind of rotate in and out. For games like Descent 2.0 or Imperial Assault, this isn't a big deal. If Player A can't make it one night, Player B will just play two characters that night and try to make character-development decisions like A would. Or perhaps Player C (who rarely makes it to a game night) is available and can just fill in for Player A that one week.

That sort of thing doesn't seem like it would work so well in Gloomhaven, since each character has more impact on the world than just "We had to try to do [fill in mission objective] and succeeded/failed, and you got these upgrades last time." So, to really get to the heart of the question, is there a way that the game lets you change which characters are involved in things between sessions (e.g. Character A stays here to make sure everything stays safe and will catch of up with you later), or is it pretty much you stick with the same party until people starting retiring, at which point someone new could replace someone who was dropping out, since new characters would be being introduced anyway?

If this has already been discussed somewhere, feel free to snarkily point me to it (I may have missed it in the 2k+ threads in the general forum). Otherwise, thanks in advance for any clarity you can offer.
 
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Greg Durrett
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Here are some threads that address this topic:

https://www.boardgamegeek.com/article/25673624#25673624
https://www.boardgamegeek.com/article/26286617#26286617
https://www.boardgamegeek.com/article/26773688#26773688
https://www.boardgamegeek.com/article/25732378#25732378
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Wes Holland

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No snark; the forum is huge and hard to find stuff...

Here's a couple topics where it's been discussed:

https://www.boardgamegeek.com/thread/1839142/players-droppin...
https://www.boardgamegeek.com/thread/1806493/player-count-fl...
https://www.boardgamegeek.com/thread/1732780/playing-ever-ch...
https://www.boardgamegeek.com/thread/1787620/massive-playtim...
https://www.boardgamegeek.com/thread/1777998/career-goals-pl... (This one's more if someone Drops entirely, like moving away, less for bringing people in and out regularly.)
https://www.boardgamegeek.com/thread/1770282/how-should-i-pl...

TL;DR: Yes, you can do this. Essentially, you have a Party of various Characters, and you can either tie Characters to Players directly, or just have a 'pool' of available Characters for any Player to pick up and play for the Scenario you're going to play. The Party tracks anything that's persistent across multiple Scenarios/Characters.

The only speedbump you'll hit doing this is that there's an Item Limit that applies to the Party, which is the number of Item Cards for that Item. (So, for the Heater Shield, there's two Item Cards for it, no more than Two Characters in the same Party can hold a Heater Shield at any time, regardless of whether those two Characters are currently being used for this Scenario.) Some choose to ignore this rule, or evaluate it on the fly for the current session using only the Active Characters, but you can run into a situation where A and B buy Shields, play a game, then A leaves and C comes in, sees that a Shield is available, buys it, plays a game, and then when A, B, and C all try to play together... there's only two Shields, who gets them? This is the only conundrum that can is a realistic problem with Drop In/Out Players.
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Wade C.
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Thanks to both of you for pointing me in the right direction. I swear I searched for stuff, but all I was finding were isolated mentions of things in passing in responses to other topics. I'm good at internet-ing.

CrushU wrote:
No snark; the forum is huge and hard to find stuff...


Now that I re-read what I'd said, I realize it might have come across more jerk-ish than I'd intended. I wasn't trying to imply that anyone pointing out other threads would automatically be doing it with snark. Just I know some people get frustrated when the same question keeps getting asked, so I was kind of jokingly giving them the go-ahead to vent that frustration if that's what I was doing (which it seems I was).

Thanks for being kind about it, though. And I'll keep that equipment/item issue in mind when such a time comes that I'm able to acquire a copy (once retail is restocked and money has been saved, which will hopefully coincide with each other). Hopefully we'll have enough regulars that there won't be too many side characters tying up needed equipment, but if so, at least we'll know it's something we'll need to deal with in advance.
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Frank Branham
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We are doing our campaign with 3 regular players, and a fourth who plays every so often. There is no obvious issue--each adventure's difficulty and the effect of each event is applied based on who is at the table.

Tracking characters is rather harder--with the trickiest bit being which level/power cards and damage cards each has chosen. That would be simple and toss them in a bag, except if two people share a character class. Then they are tracking their power cards, and rebuilding the power/damage deck at the start of each session.

As far as speed, we can run a cycle (City event, shop, road event, dungeon) in about 30 minutes per player.
 
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Tom H
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wadeithan wrote:
Thanks to both of you for pointing me in the right direction. I swear I searched for stuff, but all I was finding were isolated mentions of things in passing in responses to other topics. I'm good at internet-ing.

I googled the topic title of this thread. At least the top 5 responses were direct answers to the very question. My advice to all is that google is a much better means of finding answers on BGG than is BGG's own searching.
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S. Gaetz
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Totally agree the best way to search is directly with google.
 
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Wes Holland

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fbranham wrote:
Tracking characters is rather harder--with the trickiest bit being which level/power cards and damage cards each has chosen. That would be simple and toss them in a bag, except if two people share a character class. Then they are tracking their power cards, and rebuilding the power/damage deck at the start of each session.


I have two groups and the same class is played by two people in both groups... twice. (Note is played in both, and Angry-Face is played in both.) Everyone writes down the cards they chose for levelup somewhere on the character sheet (I write mine on the back). Rebuilding the Modifier deck takes the longest, but the Note players have a mutual agreement to return the deck to the default modifier deck state when they put it back in the box. Angry-Face does it the hard way; one player has all the perks unlocked so basically just stuffs all the modifier cards into the deck and then pulls out what's needed, the other player has to go and reset to base state and then re-modify the deck.
 
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Mrs. Vickies CHIPS
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Terah wrote:
My advice to all is that google is a much better means of finding answers on BGG than is BGG's own searching.


Sad, isn't it.... shake (the search here has sucked for more than decade)
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