DMing one player through modules.... [Archive] - Wizards Community

Post/Author/DateTimePost
sphere830

08-01-05, 07:48 PM
My topic concerns DM/GMing one player. With as many times as my regular group cannot get together or in this case, one friend cannot get away to attend our regular group sessions, I am going run him alone. I am planning to run him through the D&D modules starting with Sunless Citadel through the Bastion of Souls series. My question is simple, what would most of you do while scaling the modules back for one player?
My initial inclination is to (1) run along side him an NPC that helps his weaknesses. (2) Cut the encounters in half to compensate for one PC and one NPC, or (3) Make the NPC several levels higher to compensate for there only being two PCs running (including the NPC). So what gives? Please respond based on experience. I have been playing for many years, but have always had a group or wrote my own adventures when dealing with only one PC (there in lessening the encounters). Another suggestion that I have had, is to allow the one PC to equip himself a little more liberally, more magic items, etc. Again, all experienced feedback is welcome. Thanks so much. :D
Ut-Napishtim

08-01-05, 08:03 PM
I'd say it'd be better to scale back the encounters than to make the NPC uber.
Dunham

08-01-05, 08:27 PM
My brother and me have been doing this for almost two decades now. We let each other run several PCs (plus the occasional NPC, which usually does NOT give vital hints or support beyond his/her combat prowess). This keeps the modules in balance. Anyway, if in doubt, don't be too hard on your player. Solving puzzles and problems with one head is significantly harder than with four - regardless of intelligence score :)