by Shadrach
I agree with the 'different beast' types. Solo is much morec like Mage Knight. You are trying to optimize every card, with near-perfect information at your disposal. It is a thinky-puzzle game. When you play with others you are trying to be the best you can for the situation.If you are Ra, what are you blowing up? If you are bunker then you might squat for a couple turns to charge up. It feels much more like a 'battle' with unexpected twists and turns and much more well, cooperation. Personally I despise Alpha gamer in co-op and have in more than one game with a newbie of SoTM stopped a player who was about to show their hand and ask what to do. 'Just look at what you have and try your best, that ongoing is hurting us badly right now so if you can stop it that would be cool, if not just do whatcyou think is right.' Is something you might hear me say. I will explain cards, but I think one of the strengths from a co-op angle SoTM has is that each player's 'best choice' is only something they knkw, so they have to figure it out and be a part, yet no one knows enough about their options to berate 'poor play.'
The one thing I will say is that not every hero is for everyone. If you don't like 'sitting' for a turn or two don't play bunker, the scholar, or a few others. Also be aware of bad hero-villain matchups. We pick heros then villain then environment, but are comfortable swapping heroes after the villain is picked. Tempest vs the Dreamer, Chrono Ranger vs anyone with a lot of DR sources, etc.(these options are possible to play, but having your hands tied/schtick ruined isn't as 'fun' for most)
One benefit of team playis the tension. You don't know your allies' options so when a new threat appears it seems that much more daunting, imperfect co-ordination means the villain will likely be more effective, winning more and pushing games other closer. As long as you can enjoy thesethings then you stand only to gain by playing wwithotuers.