Party (role-playing games)
A party, in the world of role-playing games, is a group of characters who band together to adventure as one. At its simplest, this is a handful of player-controlled figures moving through a shared world, pooling their skills against whatever the game throws at them. But the concept hides real complexity. Who controls those characters? What holds them together? And why does the mix of people and roles inside a party matter so much to how the game actually plays? Those questions turn out to have very different answers depending on whether the game is played around a table, on a single computer screen, or across a network with strangers around the world.
Around a tabletop, a party is built from player characters, each one owned and directed by a single person at the table. That is the foundation. Occasionally a non-player character ally joins the group, and the rules around that figure are flexible: those allies can be controlled either by the players themselves or by the gamemaster who runs the world. The gamemaster sits at the center of that arrangement, the one referee who can give voice to an ally one moment and a monster the next.
Because each player usually brings one character, the group's combined abilities reflect each person's choice of role. That design creates a social contract. Everyone at the table depends on everyone else. A party without someone who can pick a lock, or carry the haul, or heal a wound, may simply fail where another group would succeed. The shape of the party shapes the story.
Resource management sits at the heart of every role-playing game, tabletop or otherwise. A character who cannot fight or cast a spell still earns a place in a party if they can carry heavy or bulky items. This role has a blunt, practical name: a mule. A mule is any non-player character, or any alternative player-controlled character, that a player uses primarily as a pack animal. The name says everything about the function.
Mules appear wherever inventory limits create pressure. When a dungeon yields more treasure than fighters can lift, the party's carrying capacity suddenly matters as much as its combat power. The mule is the solution: a body in the group whose value is measured in weight rather than ability. That the concept earned its own term suggests how often the problem arises in play.
Single-player computer games shift the control question in a striking way. One person sits at the keyboard, but that person generally directs all the party members. The degree of control varies from game to game. Some systems let the player issue fine-grained orders to each companion; others hand most decisions to automated routines while reserving the key moments for the player.
This arrangement is exclusive to single-player and tabletop formats. In both cases, the player or players manage each member's choices, whether in real time or on their own side of the table. The party remains a tactical unit, and the person or people running it must think in terms of the whole group, not just one favored character. That is where the strategic depth of party management lives, in tabletop and single-player games alike.
Online role-playing games handle non-player allies differently from every other format. Player-controlled characters still fill the party, as they do at the tabletop, but when a computer-generated ally joins the group, that ally is always managed by the computer's artificial intelligence to some degree. The phrasing matters: to a lesser or greater extent, but never fully under human direction.
That distinction separates online play from its tabletop ancestor. A gamemaster at a table can improvise, change allegiances, and surprise everyone, including themselves. A computer-controlled ally follows its programming. The party in an online game is therefore a hybrid: human strategies mixing with AI-driven behavior in every encounter. How that tension resolves depends on the specific game and how sophisticated its companion systems are.
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Common questions
What is a party in role-playing games?
A party in role-playing games is a group of characters who adventure together. In tabletop games the party is made up of player characters, sometimes joined by non-player character allies controlled by the players or the gamemaster. In computer and online games the composition and control structure varies.
What is a mule in a role-playing game party?
A mule is a non-player character or alternative player-controlled character used primarily to carry heavy or bulky items. The term applies when resource management creates inventory pressure and the character's value is their carrying capacity rather than combat or story contribution.
Who controls party members in single-player role-playing games?
In single-player computer role-playing games the player generally controls all party members. The degree of control varies by game, ranging from fine-grained orders to each companion to more automated systems where the player intervenes only at key moments.
How do online role-playing game parties differ from tabletop parties?
In online role-playing games the party is made up of player-controlled characters as in tabletop games, but non-player allies are always controlled to some extent by the computer's artificial intelligence. In tabletop games those same allies can be directed by the players themselves or by the gamemaster.
Why do party members matter in tabletop role-playing games?
Party members in tabletop and single-player role-playing games are valued for their tactical or story potential. Resource management is a crucial part of role-playing games, and the combined abilities of the group determine what challenges the party can overcome.
Can non-player characters join a party in a tabletop role-playing game?
Yes. In tabletop role-playing games a party is primarily composed of player characters but can include non-player character allies. Those allies may be controlled by the players themselves or by the gamemaster who runs the game world.
All sources
6 references cited across the entry
- 1BookFundamentals of Game DesignErnest Adams — New Riders — 2010
- 2BookRole-Playing Game Studies: Transmedia FoundationsSebastian Deterding et al. — Routledge — 2018
- 3BookThe Evolution of Fantasy Role-Playing GamesMichael J. Tresca — McFarland & Co — 2011
- 4BookI Am Error: The Nintendo Family Computer / Entertainment System PlatformNathan Altice — May 2015
- 5BookThe Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore IdentitySarah Lynne Bowman — McFarland & Co — 2010
- 6Picking An RPG Party Is AgonyNathan Grayson — May 11, 2018