... wow ...
(staring wide-eyed at the screen)
This is so incredibly different from where I come from.
I fall asleep and miss a day and my carefully-watched-for-a-single-post technical topic explodes into a 20-post, fairly intellectual philosophical debate.
OK. 1st thing: I admit that I forgot another carefully-pondered option, the premade party. Its advantages and disadvantages are probed more deeply here than I could hope to do. Now I will not get involved as to whether pre-made parties are better storytelling, but I believe that both options should be supported possibilities for BoA.
Am I to assume that because nobody contradicted me, my assessment of available functions is correct?
If it is, here's what I think is missing for the any-party storytelling.
Item 1: %pc1% tags or something to that effect to get a name.
Item 2: Something similar, but applying to any string. I just want to get a string from somewhere, and be able to have it expanded in all text. I could use this to simulate Item 1 functionality, or I could make one equal to each pronoun (she/he, his/her, etc.) to simplify storytelling when gender is unknown.
Item 3: A way to test if the party is 1, 2, 3, 4; maybe even to force a number. This goes in the 'maybe' pile.
With this, you could tell this story:
A party is brought into the scenario. 2 pre-made parties are provided to choose from, or it can be a party brought in. It is tested that the party is at least 2 in number; extra following characters make up the difference. The most divine character is found by the scenario and their name, gender, etc. are divined. (ok bad pun) These are stored in quick-access strings.
Then someone near the start runs up calling one member holy one etc. The status 'enlightened' is applied to this character, just for fun. Geneforge-y alignment is kept, based on what you say to people.
If by a point your replies are more towards accepting you are a divine messenger, eventually this party member turns on the other 3 and you have your epic battle, Divine One and minions versus 3 Ones and the old order. The player chooses a side.
On the other hand, the other final battle is more straightforward: party vs. this dark deity's minions, complete with alternate messiah.
(Naturally this would require tweaking to be a real scenario; it's just an example, after all.)
On the other hand, for telling with a premade party:
Item: Calls to manipulate the party, as in Avernum 1. At least as powerful, although there are areas that could be made even better.
This would allow you to tell Final Fantasy 6.
In FF6:
You begin with a character named Terra. (All names listed here are default; there are name change options available.) She has lost her memory, having spent the past who-knows-how-long as a mind slave of the Empire. Then a character named Locke joins your party, followed by Edgar and Sabin. Your party is now full at four.
Locke splits off to infiltrate the captive city of South Figaro. An NPC named Banon joins in his slot- I'd use Slot 5 to implement him, personally. Shortly after, your party is split, and you can choose in which order to follow the stories of Locke, Sabin and the group of the three others. Party management continues in this vein until you acquire a base of operations, where all your characters wait except a group of up to four that you select to go on your mission.
Am I the only one who sees a strong correlation between this and the potential Avernum 1-style party management could provide?
Either, in conclusion, has its uses, and its potentially enabling features.