Are there any good house rules for handling turn order? I looked back a few pages in these forums and didn't see much on this topic. Here are some approaches that I've considered:
Fixed order (standard HeroQuest): simple, fast, gets annoying when you want someone else to open the door.
Choose order (Descent): Simple but not quite as fast. If people just say "ok I want to go now" and "sure, here're the dice" then this is ideal. The problem is that some people will want to plan out every turn in advance, which means that the tactician becomes overly influential while the weaker players become less engaged. Even if all players actively engage in planning, this could add five minutes to every round.
Fixed turn order, but you can trade seats on Zargon's turn if there are no monsters on the board. This seems really good to me. You get the speed of fixed turns, but you aren't locked in to a specific order for long. The downside is that you have to change seats or simulate it with turn order markers.
Initiative System (D&D, Gloomhaven): Complicated and slow. Having to generate and sort through initiative numbers is too complicated for a game like HeroQuest.
???So I'm trying to figure out what the best solution is, both for HeroQuest and for a very similar game that I am designing. I'm leaning towards option 3.
Thanks in advance for any replies.






























