You're overanalysing. It is not really about the game, it is about efficient use of free time.
Then it is genuinely, totally, 100% irrelevant. If we aren't talking about games, why/how they're made, and what people want from playing them, it is not relevant.
Why is this difficult? Why would, for example, literary theory care about whether book clubs avoid a particular book if the choice about avoiding that book has
nothing whatsoever to do with how it's written or what it's written about?
So by that logic bringing crisps and candy to the game is Conceit and Emulation? Because I do it to make my friends happy?
So, I'm going to level with you. This sounds like you are very intentionally trolling. It does not, even slightly,
look like a good faith effort at engaging with the discussion. It
looks like trying to score petty points. The reason I am responding, as opposed to simply ignoring it, is that I think you
want to be making a serious point here. Please consider this a request to take the argument more seriously, rather than bringing up
intentional and obvious irrelevancies.
Bringing crisps and candy has
nothing whatever to do with how the game is designed or played
as a game. It has
nothing whatever to do with answering the question, "What are roleplaying games (made) for?", which I have been
extremely clear is the whole point of my effort to describe these things. Being unrelated to both the
purpose of the game itself, and to the
design elements of the game itself, it is, naturally,
completely outside the scope of the discussion.
You might as well bring up what the color of a vehicle is when someone is trying to articulate a theory of drive train design. It would be only slightly more relevant than crisps and candy are to this discussion.
Yes those could be other reasons for avoiding those things. But not the reason I stated, which is practical considerations for effective use of the limited gaming time. Running several solo games while other players wait and do nothing is not effective use of gaming time, thus it is avoided.
But
why is it avoided?
Why is this an inefficient use of game time? Why does efficient use of time matter in this context? People talk (a lot) about giving each character in a group a chance to directly and personally shine, such that which character has the greatest importance slowly shifts from scene to scene, using the jargon term "spotlight balance." Isn't "each person plays a half-hour solo scenario" the absolute perfect storm of spolight balance, since it becomes impossible for anyone else to steal their spotlight if they're adventuring by themselves? And yet I
agree with you that such things are unwise, both in an at-the-table-play sense and in a on-the-drawing-board-design sense. These things clearly have relevance to design, and thus, can factor into answers to the question, "what are roleplaying games (made) for?"
Well, I'm glad at least that aspect is reasonable.