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<blockquote data-quote="Mengu" data-source="post: 5034932" data-attributes="member: 65726"><p>I'll throw my hat in for giving access to an NPC for the player. It's fun to play yourself, and your lackey. And you could also have a rotating array of NPC's for different adventures. This would give you both a better understanding in multiple roles, and multiple combinations.</p><p></p><p>I'd even go so far as to have your player make two PC's. They could be in contact, on separate missions. He could play both. Occasionally they might come together. And if one of them gets captured, your NPC might get away to get the other PC, and you would have a rescue mission. Then maybe all three get captured, and you have a break out of jail adventure. You even have the flexibility of splitting the party whenever you want without worrying about a player getting bored.</p><p></p><p>A solo player controlling multiple characters can give you incredible flexibility in story and adventure design, things you simply cannot do with a real group. I'd try to take advantage of that flexibility.</p><p></p><p>Create 2 PC's, 3 or so companion NPC's. Use them in different combinations (should typically be 1 PC, and 1 companion). Let the play create the PC's, you create the NPC's (based on roles each PC might need), the player handles the rest, and as DM, you can just focus on the enemies, and story.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5034932, member: 65726"] I'll throw my hat in for giving access to an NPC for the player. It's fun to play yourself, and your lackey. And you could also have a rotating array of NPC's for different adventures. This would give you both a better understanding in multiple roles, and multiple combinations. I'd even go so far as to have your player make two PC's. They could be in contact, on separate missions. He could play both. Occasionally they might come together. And if one of them gets captured, your NPC might get away to get the other PC, and you would have a rescue mission. Then maybe all three get captured, and you have a break out of jail adventure. You even have the flexibility of splitting the party whenever you want without worrying about a player getting bored. A solo player controlling multiple characters can give you incredible flexibility in story and adventure design, things you simply cannot do with a real group. I'd try to take advantage of that flexibility. Create 2 PC's, 3 or so companion NPC's. Use them in different combinations (should typically be 1 PC, and 1 companion). Let the play create the PC's, you create the NPC's (based on roles each PC might need), the player handles the rest, and as DM, you can just focus on the enemies, and story. [/QUOTE]
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