To those who have not looked at Carson closely yet, his ability has 1 free quota each turn, but you can use your actual action to do it too as long as it is not to the same investigator. Therefore if you play 4 players, you can use your free , then 2 actual for the remaining 2 players, then you still have 1 action for yourself.
Even if you have just 1 action left per turn, others using 4 actions per round is liberating. Even when I use my remaining action to just Move or play Obsidian Bracelet / Emergency Cache I still feel that Carson makes the team successful. He still has Skill cards to "help" in other's turn, as incentivized by Selfless to a Fault. (Though to actually get through this card, it has to be other's action inside your turn. Regardless, your deck will likely have some Skill cards.)
I have played limited Core + TSK Carson once choosing , while initially looked like suicide since he has nothing new other than Guidance (1) (which is good) and old Working a Hunch, just being a "2x Vicious Blow + 2x Deduction guy" hasten the team's tempo greatly when combined with his giving ability. (And it also save other's deck space to include more non-Skill cards.) You can basically order someone to deal 2~3 damages or pick 2 clues.
Therefore, in high player count there is no need to try hard and boost 2/2/2/2 to usable range (such as trying to build around Runic Axe / Sledgehammer / Lightning Gun) as you have many different players to give actions and they can cover fighting and clue gathering. It is possible to focus on a card that is immediately effective in one action and share benefit to others instead, like Obsidian Bracelet / Dynamite Blast. You can fill in support role with these cards that actual fighter has no time / resource / equipment slot / deck space to waste. TSK gave a lot of cards like this : Guard Dog (2) to fix engagement and deal auto damage, Girish Kadakia to tank and give boost, Motivational Speech for other's Ally, or Ever Vigilant (4) / Prepared for the Worst (2) for quick setup even while they are engaging. You skill cards and soaks should cover your own protection to / tests, or fix it without involving tests like Second Wind / "I've had worse…".
Perhaps more worrying to those who have not played him yet is that, is this any fun? It is!
- You have to be tactical with your ending location the previous round if you want to to many different teammates without moving. You can also rally the team to come to your location to prepare for your command. A card like Fighting Lessons or Bestow Resolve that allows remote commit makes movement planning even more fun.
- You will always be in the conversation when Mythos Phase is over regardless of cards in your hand. Either they will explicitly request your actions before/after they play because they have good solutions on hand but not enough actions, or you be the commander and volunteer to go first and order/push others around if you have some sort of solution on your hand. (Both ways, there is a sort of "trust me" energy that is addictive!)
- If you get an enemy engagement, there is an incentive for others to go first and kill / take engagement because they could get an action back from you. Or you can go first and do it yourself (using boosts, some test-less cards, or 0 difficulty techs) or even take some AoO to still have others help you in one action.
- Have fun eyeing all of your team's token draw at the same location, because you get to copy any pulls. (This one is easy to forget sometimes, maybe have other players remind you too so they can get more skill commits if you can draw a lot.)