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Combat-heavy, only 2 players: seeking advice
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<blockquote data-quote="Zaruthustran" data-source="post: 6136301" data-attributes="member: 1457"><p>Oh man, you're in for a treat. Some of my favorite D&D memories were in the exact setup you've got: one player, one DM. It's super fun because the DM can craft an very tight story and every single turn, every player is fully engaged. Combats seem to move quickly, the plot advances quickly, it's just an absolute blast.</p><p></p><p>My general advice is to play with a party of characters that you and the other player roll & create <em>together</em>. Take turns rolling stats (or you roll 2d6, he rolls 2d6, drop the lowest). Collaborate on class and race choices. Point being: there's only two of you, so you've each got to be fully invested in the characters. Make them interesting. Create two, maybe three characters in total and designate one character as the party leader; this character will wind up being the main protagonist and driving the action. Then off you go. </p><p></p><p>With so few PCs you're going to need support. Bring in low-level NPCs to fill in the gaps. Healers, loremasters, shieldbearers, mercenaries or loyal mooks, whatever. These guys allow your tiny party to get into big battles, and can go away (or be wiped out) when the DM needs to introduce tragic tension or bring the focus on down to a smaller scale. In other words they're there when you need them, and aren't there when you don't.</p><p></p><p>To your specific questions:</p><p>0. Start with a statted-out "In Search of the Unknown" or a "Keep on the Borderlands." Simple adventures that lend themselves well to exploration and combat, and let you ease into the roleplaying. Since you're new you really won't know what these characters are all about; who they are, how they talk, what they want. Some good old fashioned dungeon crawling will allow these character traits (pun intended) to emerge. You and the player will discover/create them together, when your fighter seemingly keeps rolling a 1, or your rogue scores a clutch critical hit. </p><p></p><p>Plan on taking turns as the DM. One player can play (and plan) while the other player runs. Switch off whenever a DM burns out or when the other player just can't wait to DM his cool new idea, but don't switch DM duties in the midst of a current adventure. The DM should *not* directly control a party member. He can give input through the NPCs; let the player play. As long as you created the characters together both of you should have a good idea of who the players are and where they're going. In effect, you're both playing the party, just taking turns putting that party through harrowing situations.</p><p></p><p>1. 3.5e is fine. Stick with that. It's got the tactical elements you crave, and you're familiar with the system. It'll be great. Don't go 4e. It's very much geared to the individual; it puts a giant spotlight on whoever's turn it is, and it takes too much time to for that character to select and play a power. Since you've only got one player anyway you don't need that giant spotlight and the turn-by-turn timesink it demands. </p><p></p><p>If you're feeling even a little bit adventurous, try 13th Age. It's written by the lead designers of 3rd and 4th editions, and it's terrific. And it's got some great hooks (icons, backgrounds, escalation die) that are especially useful to new players. Forbes wrote a solid review: <a href="http://www.forbes.com/sites/erikkain/2013/05/20/13th-age-review-the-excellent-new-tabletop-game-from-the-lead-designers-of-3rd-and-4th-edition-dungeons-and-dragons/" target="_blank">http://www.forbes.com/sites/erikkain/2013/05/20/13th-age-review-the-excellent-new-tabletop-game-from-the-lead-designers-of-3rd-and-4th-edition-dungeons-and-dragons/</a> . </p><p></p><p>2. The classic movie Krull is a good example of this style of campaign. A very small group of protagonists that gets fleshed out with occasional NPCs when needed. <a href="http://en.wikipedia.org/wiki/Fafhrd_and_the_Gray_Mouser" target="_blank">Fafhrd and the Gray Mouser</a> are another great example. </p><p></p><p>3. Combat is as exciting as you want it to be. Seriously. Autoattack is only boring if you let it be. If you say "My turn? I attack. 18. I hit for 7 damage." then that's your own fault. Describe your hits. Establish trust between you and the player, so that when the player describes a particularly cool move he knows he'll get a bonus. After a few sessions you'll establish a rhythm and know when to dial up the descriptive action, and when to tone things down. All that stuff like throwing sand, pushing people around, trips--all that stuff that is reduced to mechanics in 3e and especially 4e--can be boiled down to simple verbal description or, if you really want, a quick-and-dirty ability check. Your fighter will be way more interesting if you don't limit him to the 1 cool power or maneuver choice per level, or the same list of 4 canned "special actions." </p><p></p><p>Best example/guideline is the original, 1st, and 2nd ed "examples of play." Like this one: <a href="http://www.darkshire.net/~jhkim/rpg/theory/examples/redbox_example.txt" target="_blank">http://www.darkshire.net/~jhkim/rpg/theory/examples/redbox_example.txt</a> . Or, watch the "Acquisitions, Inc." videos on Youtube.</p><p></p><p>4. Don't use any tabletop programs at the table. If you're together at the same table they're not needed. I also encourage you to play with minis, but without a grid. Counting squares takes everyone out of the shared imagined scene, and onto a vinyl mat. Just have each character--each mini--move about as far as you and the other player think it should be able to move, and have attacks of opportunity occur when appropriate. Trust your judgement and don't let the rules get in the way of the fun.</p><p></p><p>Good luck! And post your experiences!</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 6136301, member: 1457"] Oh man, you're in for a treat. Some of my favorite D&D memories were in the exact setup you've got: one player, one DM. It's super fun because the DM can craft an very tight story and every single turn, every player is fully engaged. Combats seem to move quickly, the plot advances quickly, it's just an absolute blast. My general advice is to play with a party of characters that you and the other player roll & create [I]together[/I]. Take turns rolling stats (or you roll 2d6, he rolls 2d6, drop the lowest). Collaborate on class and race choices. Point being: there's only two of you, so you've each got to be fully invested in the characters. Make them interesting. Create two, maybe three characters in total and designate one character as the party leader; this character will wind up being the main protagonist and driving the action. Then off you go. With so few PCs you're going to need support. Bring in low-level NPCs to fill in the gaps. Healers, loremasters, shieldbearers, mercenaries or loyal mooks, whatever. These guys allow your tiny party to get into big battles, and can go away (or be wiped out) when the DM needs to introduce tragic tension or bring the focus on down to a smaller scale. In other words they're there when you need them, and aren't there when you don't. To your specific questions: 0. Start with a statted-out "In Search of the Unknown" or a "Keep on the Borderlands." Simple adventures that lend themselves well to exploration and combat, and let you ease into the roleplaying. Since you're new you really won't know what these characters are all about; who they are, how they talk, what they want. Some good old fashioned dungeon crawling will allow these character traits (pun intended) to emerge. You and the player will discover/create them together, when your fighter seemingly keeps rolling a 1, or your rogue scores a clutch critical hit. Plan on taking turns as the DM. One player can play (and plan) while the other player runs. Switch off whenever a DM burns out or when the other player just can't wait to DM his cool new idea, but don't switch DM duties in the midst of a current adventure. The DM should *not* directly control a party member. He can give input through the NPCs; let the player play. As long as you created the characters together both of you should have a good idea of who the players are and where they're going. In effect, you're both playing the party, just taking turns putting that party through harrowing situations. 1. 3.5e is fine. Stick with that. It's got the tactical elements you crave, and you're familiar with the system. It'll be great. Don't go 4e. It's very much geared to the individual; it puts a giant spotlight on whoever's turn it is, and it takes too much time to for that character to select and play a power. Since you've only got one player anyway you don't need that giant spotlight and the turn-by-turn timesink it demands. If you're feeling even a little bit adventurous, try 13th Age. It's written by the lead designers of 3rd and 4th editions, and it's terrific. And it's got some great hooks (icons, backgrounds, escalation die) that are especially useful to new players. Forbes wrote a solid review: [url]http://www.forbes.com/sites/erikkain/2013/05/20/13th-age-review-the-excellent-new-tabletop-game-from-the-lead-designers-of-3rd-and-4th-edition-dungeons-and-dragons/[/url] . 2. The classic movie Krull is a good example of this style of campaign. A very small group of protagonists that gets fleshed out with occasional NPCs when needed. [URL="http://en.wikipedia.org/wiki/Fafhrd_and_the_Gray_Mouser"]Fafhrd and the Gray Mouser[/URL] are another great example. 3. Combat is as exciting as you want it to be. Seriously. Autoattack is only boring if you let it be. If you say "My turn? I attack. 18. I hit for 7 damage." then that's your own fault. Describe your hits. Establish trust between you and the player, so that when the player describes a particularly cool move he knows he'll get a bonus. After a few sessions you'll establish a rhythm and know when to dial up the descriptive action, and when to tone things down. All that stuff like throwing sand, pushing people around, trips--all that stuff that is reduced to mechanics in 3e and especially 4e--can be boiled down to simple verbal description or, if you really want, a quick-and-dirty ability check. Your fighter will be way more interesting if you don't limit him to the 1 cool power or maneuver choice per level, or the same list of 4 canned "special actions." Best example/guideline is the original, 1st, and 2nd ed "examples of play." Like this one: [url]http://www.darkshire.net/~jhkim/rpg/theory/examples/redbox_example.txt[/url] . Or, watch the "Acquisitions, Inc." videos on Youtube. 4. Don't use any tabletop programs at the table. If you're together at the same table they're not needed. I also encourage you to play with minis, but without a grid. Counting squares takes everyone out of the shared imagined scene, and onto a vinyl mat. Just have each character--each mini--move about as far as you and the other player think it should be able to move, and have attacks of opportunity occur when appropriate. Trust your judgement and don't let the rules get in the way of the fun. Good luck! And post your experiences! [/QUOTE]
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