Here are a few house rules you could choose to use when playing Dungeonquest.
Inspired by the 30-turn Fantasy Flight version, and also recognizing the obvious northern European setting of this game, choose how many turns your game will have by rolling D12 on this table of seasons:
1: January - 26 turns (sun track as printed) 2: February - 1 extra turn 3: March - 2 extra turns 4: April - 3 extra turns 5: May - 4 extra turns 6: June - 4 extra turns 7: July - 4 extra turns 8: August - 3 extra turns 9: September - 2 extra turns 10: October - 1 extra turn 11: November - 26 turns (sun track as printed) 12: December - 26 turns (sun track as printed)
Okay, well, in northern Europe, the length of the day actually varies by more like a factor of two. Modify this table to go up to 52 turns if you like and let me know how it goes.
As written, no. They seems to have thought that all the players would read the rulebook and be on equal footing, with no dungeon master. But particularly with the expansions, there are a lot of specific rules to learn and remember, and it is natural for one of the players to be the expert. Why not explicitly call that player the DM?
And then, once you've done that, you can raise the age-old question of whether the other players ought to know the rules at all, or if they should just be guided by the DM. If the players don't know all the rules and all the odds, the DM can bend the rules to make a better game. You know, maybe they can make a roll behind their screen and declare that this bottomless pit has hooks for rope and can be crossed on an agility+4 roll. In this case, the DM should not also be a player, of course. I am inclined to try this, definitely if 5 people want to play.