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It gets easier if you share your plans and numerics with other party members, but I think it's more interesting if moves don't add up 100% inside your team.
If you play on the same computer, then it is a SP game and you see them.
What you communicate over voicechat is soley your liking as in the physical game.
Well of course the part doesn't apply as well to boardgames but you need to see what is most fun to you or your group who play together.
I am playing it while streaming it with someone else and a not streaming person and we decided to talk about tactics because that is fun for us. Tactics and ideas still do not add up as planned thanks to moving enemies and all that ^^ We want to communicate, it is why we play together.
So Digital supports the communications restrictions of the boardgame if you want to use them, but doesn't enforce them, in that you can get round them if you try.
I wanted to understand how was the multiplayer designed by default as for solo play the rulebook mentions "Game Variant: Open Information and Solo Play"
When you play this variant the game is easier and dificulty modifiers are applied.
"Because a solo player has precise information about what each character is doing and can coordinate more effectively, the game becomes easier.
To compensate for this, solo players should increase the monster level and trap damage by 1 for any given scenario without increasing gold conversion and bonus experience."
I expect this game to be hard and also expecting some learning curve...
My intention is to follow the rules in every detail (as designed) from the begining and "adjsuting the dificulty" once we find out that it does not work for us (e.g. failing the 1st level 3 times would be still fun/challange, but for 5th time I would be considering lowering the dificulty).
I fully understand that at the end of the day it's up to us how we communicate and if we find the game too dificult this rule is the easiest to get rid of + the main goal of playing any game is to have fun.
On top of that, Gloomhaven is already a pretty difficult game to pick up. Having multiple players learning at their own speed, but not able to strategize together adds a lot of frustration and can lead to friends quitting. Nothing feels quite so bad as knowing you could've won a scenario but flubbed it because you walked into the hex your friend needed to be in or accidentally went in the wrong turn order.
That being said, if you do what my group does and ignore the rule, you have to be very careful not to fall into quarterbacking. We do play with an unspoken communication rule, I suppose, where the idea is "You're allowed to talk about your turn in as much detail as you want, but you can't talk about what others should do." So I can say I'm going to block a path with Cragheart rocks, and maybe someone comments on whether they'd like that or not, but it's a faux pas to demand a player heal you or tell them what you think the optimal play is for their cards.
My friends and I absolutely plan, share ideas, discuss cards, discuss tactics, and explicitly tell each other our initiative. We'd probably have long lost interest in GH if we didn't.
If anything, GH needs **MORE** communication tools like displaying your picked initiative score to other players so you don't have to repeat it 10 times and more map draw planning tools then just CTRL-click pinging a hex.