From page 48 of the ARB:Dreamingfurther said:How can you say that Alliance is not a 'team' game markusdark? We have 3 separate 'pure' classes that are all much better at doing specific types of combat. It is virtually impossible to create a character that could be effective in every way of combat.
Adept: When it comes to skills required to get a task done, the Adept is most likely to
use the fastest and most expedient means available. Their ability to cast spells, use alchemy,
backstab, and use many other skills makes them very, well, adept in adventuring. They are most successful when using a combination of spellcasting and backstabbing.
Sounds like a soloist class to me.
Quite true. And hence why I say I pay the price sometimes. However, someone who stays in the blender while being cut up instead of saying "I can't make it, time to bail" then deserves the trip to the circle. Add to the rebirth a couple of potions of Cure X wounds and your back up and running againFurthermore the way the Alliance combat system works once you are 'down' without team mates you can not save yourself, except in the rare case of a rebirth, but that still only brings you back at 1 body.
If your saying that the non combat parts of the game can be engaged on an individual level that certainly can be the case, your not going to have a whole adventuring team or whatever all get knighted together. But even in the case of individual players who go through squireship and then become a Knight they aren't doing that in a vacuum. They 'need' the other players to interact with in their role, hence even in a very abstract way they are playing a 'team' game.
If you read my short story - heck a few of the short stories (haven't read them all yet) in the new anthology "Stories of Fortannis: A Bard's Tale" now on sale a double dragon publishing and amazon, you'll find quite a few stories where the story revolves around a single person - a solo hero.That assumes that the character's end game is to become a knight or a person of the people. What about those who enjoy the idea of the lone assassin or thief - the single champion who remains in the shadows, doesn't seek the limelight and basically prefers to work alone.
Like you said sure you can pull off doing things on your own, but why not share that fun by accomplishing that with other folks? The rulebook itself says that the game is designed to be played by groups of players, so I'm not sure how in the face of that you can say Alliance is NOT a team game?
I am not saying that Alliance is not a team game. But I am also not saying that Alliance is not a soloists game either. I believe it can be and is both. The main issue I see is that Plot's work is much easier when it writes stories that require groups because they can entertain more people for the same amount of work. Needs of the many and all of that.
Which is why I am fine with, and hold no ill will, when I stumble across a 'lair card' and decide I want to go into it alone if I wind up facing overwhelming numbers and lose. I do have an issue though when I am told that I cannot enter this cave until I have 3 more people.
I should have a right to go in, try it, and go out if things get sticky or even attempt to do an end run around and get the gold without having to go through the front lines swinging. Again, I understand the limited staff to staff it, time to set up and take down only to have to do it again and all the logistics that go into it and would feel 'wasted' to do it just for one person but still, it IS a cave and I CAN walk into it alone so...
In the end, Alliance can be the type of game you make it to be.