The Maverick
White Box is a group game. The cast of often disparate player characters is called "the Party" implying they are of like mind and similar intent. It is a cooperative game where everyone plays with the group in mind, hoping their individual play will add to the fun for all. It's a social game with an implied contract that players will make democratic decisions based on the welfare (and fun factor) of the entire group, share the risks, care for the wounded, rescue the distressed and divide the treasure. Going off on your own playing "cowboy", and refusing to be a part of the group is generally frowned upon.
There are of course good reasons why the game is generally played in this cooperative way. The group is stronger than the individual and in many ways adventure games resemble a "hunter - gatherer" existence where group dynamics are essential to survival. Imagine the situation where a referee had to juggle a table full of adventurers all off on their own, each doing something different. The game would slow to a crawl and the surprise factor would greatly diminish as players overhear descriptions of encounters they are not yet present for. There is good reason the Original Rules state that there should be one player (the Caller) designated to speak for the group.
This all works pretty well playing in the dungeon environment for which the Original Game was designed. It even works fairly well for the wilderness as the group travels from one location to another. Where it starts to break down is adventuring in the urban environment. There characters are tempted by there being just so much to do and moving about town as a group accomplishing one task at a time may seem slow and inefficient. Why should the entire party of seven all go to the armorer together just so Sven can make his purchase?
The urban environment is a social place where one is likely to do more talking than fighting. It lends itself to more intrigue and mystery type adventures where the characters often find themselves in the role of investigators. The challenge with an investigation is that clues can be missed and characters can show too much caution leading nowhere and then what? Sometimes shaking things up a bit just to see what falls out is a viable tactic. It often takes the actions of that one player who is willing to stick their head into the noose, so to speak, to move the plot along and get the action rolling again. While White Box and dungeon crawling in general may punish the cowboy behavior of acting alone, such bravado may help the party achieve an investigative goal, but it can also come with some serious in-game consequences - especially for said maverick.
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