We almost always use a random unrevealed ending. We have never seen the Horrible Black Void drawn, but most frequently seem to draw the impotent Eagle King, Demon Lord or Blood Moon Werewolf. We don't even both using the Dragon King's anymore, because they're so easy to conquer, unless you try to rush to them.
I see the two hour games as a negative, because they're all that way, and they now all end the same (usually won by the same player). There are most often three of us playing, and I have noticed that when we have a fourth, the LoD shenanigans take much longer to pull off. This is probably over there being 25% more adventure card saturation.
I can blame bad rolls for a lot of my personal failure at winning, but over the last few games there has just been no working alternative to outdo someone else going through the Dungeon. It usually winds up being that by the time a player gets enough bones to challenge the Portal, a player in the Dungeon or City drops the Reaper or hires an Assassin or is armed with infinite spells and they just annhilate that drastically less-well armed player. The issue is getting your main stat to 9 with a Talisman before those arming themselves in the expanded areas get strong enough to murder you. The moment you try to pass through the Portal of Power, you're dead.
I believe that there should be no path to victory that excludes possession of a Talisman. The Lord of Darkness should teleport a player to the Plains of Peril, at the very furthest. Every game I watch at least one player rack up considerable gains to their stats with magic objects from the City, and then use them in the Enemy-laden Dungeon to gain crazy base stat gain. They don't like going through the Inner Region because it requires them to actually roll the dice for something that is not movement.
I am absolutely ruthless when it comes to playing the game, and I will murder the crap out of anyone I can. I am also very focused on what I need to do each turn to get through to the Inner Region, and more importantly, to survive it. I refuse to win by beating the Lord of Darkness, however. The game is called Talisman. While I focus on that, someone else always repeats the same sequence I stated above. They usually will not even start to fight Enemies until they can win without bothering to roll.
Last night, I got through the Portal of Power on my turn with my third character. This other player, on his second (he got killed by the Reaper on his second turn with his first), was also on the Portal after being teleported there from the Crypts after I convinced him to try and win the old-fashioned way. He decided that there was no reason to even bother. So on the next turn after mine, we began a race to the finish. I was still throwing dice with Death when he made it to the LoD and won the game right out from under me. I had rolled through the Catacombs on my first try, and was only on my second attempt to bypass the Reaper. That was also the closest I have come to beating someone rushing the LoD, too.
I see the regular game as played spent searching for the perfect storm of cards that grant you victory. I see the Dungeon, and to a lesser extent the City, as played spent avoiding the perfect storm that can actually make you lose. The entire appeal of Talisman was that its different every game. Well, its not. The same tactic seems to work every single time, regardless of character or player. If you try to power up on the Outer or Middle Regions, you are going to lose. If you try to win the old-fashioned way, you are going to lose.
And even if the LoD rusher gets sucked into the Horrible Black Void its not like I won, its that he lost.