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<blockquote data-quote="kitsune9" data-source="post: 5404004" data-attributes="member: 18507"><p>So my take where you have one player and you're playing a NPC party member can make for a fast game. I used to run my Top Secret S.I. games with only one or two players at the most.</p><p></p><p>Here's my take:</p><p></p><p>1. Your NPC's only serves to help the player move forward when he's stuck. Once your player is moving along, the NPC is just joyriding.</p><p>2. Your NPC's fills a role that the player lacks. For example, if your friend chooses to roleplay a wizard, you probably need a fighter in there.</p><p>3. Since you're starting with a less than optimal party, remember standard encounters can be really lethal so it's best to keep them underpowered in order to be challenging.</p><p>4. If you want the two characters to be able to handle cool challenges, consider some houserules like extra hp per level, a bump on the attack or damage output, fate points, healing surges as free actions (if you're doing 4E), and so on.</p><p>5. Standard duties for players are usually one person maps, one person keeps track of treasure, one person takes notes, and the rest are wall flowers. So instead of having your player handle all these duties, it will probably befall to you. You can mitigate this kind of book keeping if when you run your adventure, you divvy up treasure as you go on (or create treasure that's fairly easy to divvy up), handle note taking in the form of handouts, and then settle who will handle map making.</p><p></p><p>Welcome!</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5404004, member: 18507"] So my take where you have one player and you're playing a NPC party member can make for a fast game. I used to run my Top Secret S.I. games with only one or two players at the most. Here's my take: 1. Your NPC's only serves to help the player move forward when he's stuck. Once your player is moving along, the NPC is just joyriding. 2. Your NPC's fills a role that the player lacks. For example, if your friend chooses to roleplay a wizard, you probably need a fighter in there. 3. Since you're starting with a less than optimal party, remember standard encounters can be really lethal so it's best to keep them underpowered in order to be challenging. 4. If you want the two characters to be able to handle cool challenges, consider some houserules like extra hp per level, a bump on the attack or damage output, fate points, healing surges as free actions (if you're doing 4E), and so on. 5. Standard duties for players are usually one person maps, one person keeps track of treasure, one person takes notes, and the rest are wall flowers. So instead of having your player handle all these duties, it will probably befall to you. You can mitigate this kind of book keeping if when you run your adventure, you divvy up treasure as you go on (or create treasure that's fairly easy to divvy up), handle note taking in the form of handouts, and then settle who will handle map making. Welcome! [/QUOTE]
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