Meadgard co-op roles are not fixed classes: there is no character to pick and no skill tree to distribute. The roles are the jobs that divide up during a shift, and the two that matter are the bar and the floor.
Meadgard co-op roles: bar and floor
- The bar. Pouring mead at the dispenser behind the counter, keeping the barrel refilled, and leaving drinks on the counter for whoever is working the floor. One player describes their whole night as "pour mead, refill the barrel, pour mead, refill the barrel".
- The floor. Seating the customers waiting at the door, cooking in the kitchen, playing the lute so the room does not turn on you, fetching the tankards customers throw down, and chasing off the coin-stealing goblin.
Those two lists are the whole game. Nothing else is a role, and you can swap at any moment — when the floor gets unhinged, the bar player can storm round the counter with a tankard or a whole chair and deal with the goblin directly.
How to split the party
The setup recommended for a first session is one player on the bar, one on the floor, and with four players you can split those two jobs again. The reason a second person matters so much is the coin thief: the goblin reaches the coins on the floor about half a second after they land, and nobody standing at the counter can chase it — the coin goblin guide covers that chase.
The day phase is one shared list
Out in the wilds the party works the same job list — hunt the same quarry, raid the same camp — but each player carries their own weapon, so who brings the fish and who brings the mace matters. The weapon chain is in the crafting weapons guide.
Reviving each other
A downed player is brought back by another player slapping them with a weapon, which means somebody has to be free to reach the body rather than standing at a station. It is the one job that overrides the split: the death penalty guide covers what happens when a whole party goes down.