Hermes Serpent wrote:
So assuming everyone spends the Winter season at home handing out torcs and improving the palisade around the homestead it's only other Fellowship Phases that are going to pose a problem. At home one can improve skills and improve Wisdom and Valour as well as most of the other Undertakings so it's really only Meet Patron and Open New Sanctuary that can't really be done at Home (I'm assuming in this case your Home counts as a Sanctuary).
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So really I can't understand why Opening a New Sanctuary would necessarily be a difficult choice to make as I see it as "we need a base closer to the area where we must operate this year, somewhere we can find safety to recover Travel fatigue and get food, fresh armour and weapons so we don't have too far to go across hostile territory to get back to our last Sanctuary. We'll make the trek there in the Spring and spend a month or so getting the lie of the land and setting up relationships before heading out."
The difficult choice might come into play if you want to do one of the things you can do at home, but also somewhere else, why everyone else wants to open a sanctuary.
Imagine, for example, that in the last adventure, the group had to move fast while having a prisoner in tow. They couldn't let him run, because they knew that he would try and cut their throats at night. No one said it, but everyone knew that it would be best for their fellowship if they simply executed the guy. One night, one of the PCs takes it on him to do just that. Of course, he earns himself a hefty dose of shadow points by that. The other PCs, who didn't do the deed directly, but silently condoned it, have also earned shadow, but probably only half as much. So far, it might very well be that this was a beautifully role-played sequence of events: the characters are in a tough spot, they do a misdeed to get out of it and suffer the consequences in the form of shadow points. To my mind, that is exactly the kind of interesting turn of events that TOR was designed to dramatize.
Now comes the fellowship phase. The player of the character who did the deed wants his PC to try to come to terms with what he did - in game terms, he wants to heal corruption. That is quite believable, it enhances the theme of the game, and it also makes sense in terms of the game's mechanics, since the player probably needs to lower his shadow score. However, for everyone else, it makes more sense to open a sanctuary.
In the RAW, two scenarios are possible. Either the one player defers to the others, lives with his high shadow score for another year, and loses the opportunity to add color to his character by stressing his dire need to come to terms with what he did. Otherwise, the rest of the group defers to the one player, finds something else to do, and the group can't open a new sanctuary. Both scenarios might work, but they also might breed resentment among the players. That's the simple reason I would prefer to allow players to open sanctuaries individually.
Let me stress that this is not about letting a player who thinks that his character has to be a unique snowflake and get all the spotlight have his will. It is about a situation that might arise quite naturally from the interplay between the characters and the story.
I'm not even saying that the RAW doesn't work; you could probably play with it and never run into any problems; but if I ran into te kind of problem outlined above, I would much prefer to simply allow the players to make their choices each individually, instead of singling one of them out and accusing him of being antagonistic.