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Week 9 Session: A Role Is a Constraint Someone Else Doesn't Carry

The party role defined by what it removes rather than what it does, tested by taking a member out and seeing which other role stops working

19 April 2027

Roles are where a fight's numbers stop being one character's problem and become the party's, which is the last thing to get straight before the boss.

Start here, before you read the rest

Write down a four-person party from a game you know. Next to each name, finish this sentence: “X exists because ___ can’t ___.”

Most people get two. The healer and the tank come out immediately. The other two turn into “damage” and “support”, which aren’t roles — they’re categories on a menu.

The definition that works

A role is a constraint one party member carries so another one doesn’t have to.

Final Fantasy X is the clearest case in the genre, because it’s almost rude about it. Wakka exists because nobody else can hit a flying enemy. Lulu exists because armoured enemies shrug off physical damage. Auron exists because armoured enemies don’t shrug off him. Tidus exists because fast enemies dodge everyone else. Each character is one lock removed, and the game names the locks out loud by walking enemies in front of you that exactly one party member answers.

That design has a price, and FFX pays it in the open: swapping a character in mid-battle is free. It has to be. If swapping cost a turn, an encounter with one flying enemy would be unwinnable with the wrong three on the field, and the roles would stop being roles and start being a loadout you got wrong an hour ago. The role definition forced the swap rule. That’s the direction the causation runs, and it usually is.

Test a role by removing it

The test is subtraction. Take the member out and see what breaks.

Remove the healer and the fight gets longer: the healer wasn’t a role, they were a damage source with a negative sign. Remove the healer and the fight becomes unwinnable at any length: that’s a constraint nobody else carries, and you’ve found a real role.

Run the same test on “damage”. In a lot of parties, removing the damage dealer makes fights longer and changes nothing else. That’s a dial, not a role. It isn’t a criticism — a party of four roles and no dial has no way to express a level advantage, and week 10 is about what happens to games that can’t — but you should know which of your four are which, and most designers can’t say.

The trap

The trap is designing four roles that each remove a different constraint and never checking that the constraints exist. A character who removes “you can’t act twice” is doing real work only in a system where acting twice matters, which is the action economy from week 7. Roles aren’t defined in the abstract. They’re defined against the specific fights you’re going to run, which means you can’t finish the party before you’ve written an enemy.

Make the party, then take one out

Define a four-member party where every role is named by the constraint it removes from another role. Write the four sentences, and make them sentences rather than labels.

Then remove one member and identify who breaks — not which fight gets harder, but which other role stops working without them. If removing someone breaks nobody, you have three roles and a passenger. Say so, and say what you’d give them to fix it.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team