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<blockquote data-quote="Ovinomancer" data-source="post: 8356351" data-attributes="member: 16814"><p>Yeah, no, this isn't a key point. Sure, solo games are solo games, and you get to focus entirely on one player. But adding more players does not require that the game move to troupe-focused play at all. Apocalypse World, for instance, runs just fine with everyone doing their own thing and interacting when they bump into each other. Priorities can be all over the play, and competing.</p><p></p><p>The focus on party priorities is a function of the game design. D&D (and many other games as well) build the unit of contest on the party -- encounters are party things because the combat engine is based around action economies and covering weak spots with redundancies. Because of combat being the primary way to resolve things with finality in these games, combat becomes the center-pin of consideration: it's always an option and often the best one to get what you want. This means I need to have a party, and that then pushes the game into requiring consensus building to keep the party together and aligned so that the primary resolution method works. Nothing wrong with this, by the way. However, if you change that resolution to one that's centered on characters, and doesn't require a party to engage in resolutions with finality, then you don't need to seek consensus or share goals to maintain a unit that can successfully drive resolutions to final outcomes.</p><p></p><p>In other words, if a character can always (attempt to) resolve an issue and do so with finality, you don't need to balance a party.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8356351, member: 16814"] Yeah, no, this isn't a key point. Sure, solo games are solo games, and you get to focus entirely on one player. But adding more players does not require that the game move to troupe-focused play at all. Apocalypse World, for instance, runs just fine with everyone doing their own thing and interacting when they bump into each other. Priorities can be all over the play, and competing. The focus on party priorities is a function of the game design. D&D (and many other games as well) build the unit of contest on the party -- encounters are party things because the combat engine is based around action economies and covering weak spots with redundancies. Because of combat being the primary way to resolve things with finality in these games, combat becomes the center-pin of consideration: it's always an option and often the best one to get what you want. This means I need to have a party, and that then pushes the game into requiring consensus building to keep the party together and aligned so that the primary resolution method works. Nothing wrong with this, by the way. However, if you change that resolution to one that's centered on characters, and doesn't require a party to engage in resolutions with finality, then you don't need to seek consensus or share goals to maintain a unit that can successfully drive resolutions to final outcomes. In other words, if a character can always (attempt to) resolve an issue and do so with finality, you don't need to balance a party. [/QUOTE]
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