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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="Chronologist" data-source="post: 5384182" data-attributes="member: 81796"><p>I've run games with two people, neither of which Gestalted, and they handled things just fine. A Gestalt with a companion would proably be okay too.</p><p></p><p>Personally, I love the Skilled Leadership feats (fan-made, you can find them online). You can take them as of 1st level, but they don't give cohorts until 6th level. They also grant special bonuses with your followers and cohorts, and let you take special types of followers and cohorts like undead and constructs. I'd give it for free to any play in a single-character campaign.</p><p></p><p>In one 3.5 Spelljammer game I solo played (for 2 sessions), I was an Artificer/Rogue pirate with a crew of Constructs using the related Skilled Leadership feat. Good god that was awesome.</p><p></p><p>My only advice is the same as most people here: run a game designed for a single character. If I can add something, I'd advise that you reduce the cake-or-death scenarios to one or none in a given arc. Let the player be captured, only to plan a daring escape. Have the villain monologue. Go for cinematic action over slow story building. In my experience, characters develop best when in a group, while action is best suited for smaller groups (it's just faster!). Oh, and don't forget sending in the mooks every once in a while.</p><p></p><p>In summary, if you can make the game feel like something out of a James Bond movie, you're on the right path!</p></blockquote><p></p>
[QUOTE="Chronologist, post: 5384182, member: 81796"] I've run games with two people, neither of which Gestalted, and they handled things just fine. A Gestalt with a companion would proably be okay too. Personally, I love the Skilled Leadership feats (fan-made, you can find them online). You can take them as of 1st level, but they don't give cohorts until 6th level. They also grant special bonuses with your followers and cohorts, and let you take special types of followers and cohorts like undead and constructs. I'd give it for free to any play in a single-character campaign. In one 3.5 Spelljammer game I solo played (for 2 sessions), I was an Artificer/Rogue pirate with a crew of Constructs using the related Skilled Leadership feat. Good god that was awesome. My only advice is the same as most people here: run a game designed for a single character. If I can add something, I'd advise that you reduce the cake-or-death scenarios to one or none in a given arc. Let the player be captured, only to plan a daring escape. Have the villain monologue. Go for cinematic action over slow story building. In my experience, characters develop best when in a group, while action is best suited for smaller groups (it's just faster!). Oh, and don't forget sending in the mooks every once in a while. In summary, if you can make the game feel like something out of a James Bond movie, you're on the right path! [/QUOTE]
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Best Practices for running single-player (or two-player) campaigns
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