| Post/Author/DateTime | Post |
|---|---|
| RunningWilder08-12-04, 11:08 PM | Sorry. Board fuggled during the last attempt at posting. AHEM... I've DM'ed before, in groups of 3-6. But now I am going to be starting a campaign for only my fiance and myself (sort of dark fairy tales/Ravenloft/Thief setting). I was wondering if anyone had advice to keep games with one player and one DM moving. Any suggestions for general play or how it should be set up? |
| Ilium08-13-04, 08:36 AM | Funny how often this question gets asked. I've run a few successful solo games and my advice is: 1) Include at least one major NPC to accompany the PC. The NPC should, of course, not overshadow the PC, but be of comparable and complementary abilities. Maybe one level lower and of a very different character class. Be careful not to have too many situations that can only be solved by the NPC, though! If the PC is a tank fighter and the NPC is a Wizard, don't have too many obstacles that can only be removed with a Dispel Magic, for instance. 2) Take your time with the role playing. With just one player you have the luxury to take 30 minutes doing a conversation scene. Nobody will get bored. 3) The flip side of #2 is that I don't think you'll have to worry about keeping things moving. With only one player you might find things go so fast you can't keep prepared. In a big group there's always somebody who says "Ooh, before we leave town I want to get some potions," or whatever. Well that's my 2 cents. Hope it helps. :) |
| Insancipitory By Nature08-13-04, 04:14 PM | I use a version of Ilium's number one myself. But it's more of a revolving door, this week's guest star(s) if you will. You can try more character concepts (and of course, if one really sticks, run with it). For the most part they exist (mechanically) to just give the PC enough time to sort out the encounter, and a good course of action. The other thing I do, is more generally applicable. I try to have extra unknowns immediately in play. It's kinda difficult to explain. Because I can never know when, esspecially one, PC's will go off the reservation, I try to have not only things I can go to, but NPC's who might be in place to help them cover from a dramatic though likely fatal decision. Just something, whatever, pre-established as in play and in place, that I can use to push things off balance when player(s) approach what looks like a certain killing blow. Yes, this is 'Deus Ex Machina' but if it was established prior to excecution, and it's less than egregious it looks like a small fortune that broke for the PC's rather than some Cudgel of Fate. |