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General Tabletop Discussion
*Pathfinder & Starfinder
Best Practices for running single-player (or two-player) campaigns
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<blockquote data-quote="Zenbryo" data-source="post: 5383151" data-attributes="member: 94699"><p>I like big groups as much as the next (hell, I'm currently running a campaign with 10 players, which is exciting to say the least), but some of my most memorable D&D moments were from solo play</p><p></p><p>One in particular involved my brother as DM, and my level 1 halfing rogue in the big city. We ran the campaign to around 4th level, but it was some of the most fun I've ever had playing. Lots of derring do, treachery, stealth, crime, and intrigue. </p><p></p><p>I think the key is recognizing that combat should come infrequently to a solo game. When it's "fight or flight," flight should be the default action for the PCs. Staying and duking it becomes only worth while if there is a VERY good reason to do so.</p><p></p><p>I'm going to say my halfling drew his sword less than ten times the entire campaign. I'm not saying it has to be that infrequent, just that it can be, without losing quality.</p><p></p><p>The nice thing is, avoiding combat is much easier for a party of one or two. For instance, I can't tell you how many times my halfling was pursued and hid in a barrel or a crate or drain to get away. </p><p></p><p>The roleplaying becomes much richer in a solo game, too. And I think as someone mentioned earlier, the boredom factor is essentially eliminated. There is only one spotlight, and only one person to stand in it.</p><p></p><p>I say stick to custom-tailored material, flush out your NPCs, and be prepared to improvise heavily (especially with the rules) and reward the player for creativity and originality.</p></blockquote><p></p>
[QUOTE="Zenbryo, post: 5383151, member: 94699"] I like big groups as much as the next (hell, I'm currently running a campaign with 10 players, which is exciting to say the least), but some of my most memorable D&D moments were from solo play One in particular involved my brother as DM, and my level 1 halfing rogue in the big city. We ran the campaign to around 4th level, but it was some of the most fun I've ever had playing. Lots of derring do, treachery, stealth, crime, and intrigue. I think the key is recognizing that combat should come infrequently to a solo game. When it's "fight or flight," flight should be the default action for the PCs. Staying and duking it becomes only worth while if there is a VERY good reason to do so. I'm going to say my halfling drew his sword less than ten times the entire campaign. I'm not saying it has to be that infrequent, just that it can be, without losing quality. The nice thing is, avoiding combat is much easier for a party of one or two. For instance, I can't tell you how many times my halfling was pursued and hid in a barrel or a crate or drain to get away. The roleplaying becomes much richer in a solo game, too. And I think as someone mentioned earlier, the boredom factor is essentially eliminated. There is only one spotlight, and only one person to stand in it. I say stick to custom-tailored material, flush out your NPCs, and be prepared to improvise heavily (especially with the rules) and reward the player for creativity and originality. [/QUOTE]
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