Zu Runebound ein älterer Tipp von mir, um die sog. "downtime" zu reduzieren (klappt wunderbar, haben wir alles am Spieltisch ausprobiert). ...
Runebound, as souran rightly points out, isn't very interactive - until you e.g. delegate the player whose turn it is after you to actively (role)play the monster.
1. Combat-wise, replace the monster's stats with a 2d10 roll plus 'static combat number minus 11' - e.g. a monster with these stats:
Ranged 12 | Melee 17 | Magic 8
becomes a monster with these bonuses to its 2d10 roll:
Ranged +1 | Melee +6 | Magic -3
These means that in a 3-player game (the best number of players for Runebound),
every player will have 2 active turns per round - 1 turn as hero, 1 as monster.
2. Non-combat wise, pick some of the green expansions for some really funny hazards (e.g. those with the merrymen and highway robbers), with the player whose turn it is after yours picking up the hazard card and actually narrating and
roleplaying what happens to you.Seriously, the end result is a very nice experience of a clicheed D&D campaign all rolled into one evening - no minor accomplishment. You need the right friends to pull it off, but then that's true for most (board)games. Most importantly, I think something like
2. is needed to gloss over the awfully boring mechanics behind most FFG games. They start to shine when you render them into a greater experience than they are inherently designed (and thus able) to provide.