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(+2)

It's what I'm alluding to in #2 under the Multiple Roles section!

  • Give each player the same number of turns, but they must decide which community they’d like to assign each draw’s value and description to. Keep Seat of Power sums separate and total them by role, not player. For less competitive play, put all chosen roles in a single pool and allow players to pick and choose from any in play.

So instead of each player choosing "their" community, have as many communities as you'd like in play and decide who you want to assign buildings & points on a draw-by-draw basis. One community will still need to be given the Seat of Power at the end of the game—so it's important to track points—but it'll just be a community that's established as having the most influence in the town's story, not a player winning. Assigning draws allows you to pursue emerging storylines as a group rather than feeling locked in to "a Social building for the Miners" on your turn as well. Under these rules, if you're more interested in the Mages' social lives and building off what another player established the turn before, go ahead and assign your building and points to the Mages too! Just be aware that focusing on some communities more than others will be inherently be reflected in their influence over the town.