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Death in Freeport--A Solo Adventure?
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<blockquote data-quote="Guillaume" data-source="post: 852369" data-attributes="member: 8052"><p>I have not played Death in Freeport, nor have I read it, but I have run a few solo games for my wife (she goes by the handle of Julie on these boards).</p><p></p><p>Here is what I have noticed with solo games in general : <ul> <li data-xf-list-type="ul">The power structure shifts dramatically when you reduce the number of players. True, on paper, a 5th level PC is probably on par with a 1st level group of 4 PCs. However, I have tend to notice that the combats are much more deadly as there is no dilution factor (ie there is only one PC to hit).</li> <li data-xf-list-type="ul">Puzzles, charades, and other things of the sort can make or break a game. In a group, you have a few brains bouncing of ideas off each other. In a solo game, the player is all alone and must solve these obstacle her/himself. When the player gets stuck, there is no elegant way of breaking down the walls that block his/her way. When a PC starts mouthing ideas that might serve as hints, it always feels contrived.</li> <li data-xf-list-type="ul">In a convoluted plot, it is much easier to loose the PC/Player. In a group, one or more individual may be lost in the plot sequence but generally, at least one player will catch the clue, the hint or the message sent by the DM. In a solo adventure, if the plot thread is lost, it is lost. Be prepared to improvise a method to get the PC back on track.</li> </ul><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Guillaume, post: 852369, member: 8052"] I have not played Death in Freeport, nor have I read it, but I have run a few solo games for my wife (she goes by the handle of Julie on these boards). Here is what I have noticed with solo games in general :[list] [*]The power structure shifts dramatically when you reduce the number of players. True, on paper, a 5th level PC is probably on par with a 1st level group of 4 PCs. However, I have tend to notice that the combats are much more deadly as there is no dilution factor (ie there is only one PC to hit). [*]Puzzles, charades, and other things of the sort can make or break a game. In a group, you have a few brains bouncing of ideas off each other. In a solo game, the player is all alone and must solve these obstacle her/himself. When the player gets stuck, there is no elegant way of breaking down the walls that block his/her way. When a PC starts mouthing ideas that might serve as hints, it always feels contrived. [*]In a convoluted plot, it is much easier to loose the PC/Player. In a group, one or more individual may be lost in the plot sequence but generally, at least one player will catch the clue, the hint or the message sent by the DM. In a solo adventure, if the plot thread is lost, it is lost. Be prepared to improvise a method to get the PC back on track. [/list] Hope this helps. [/QUOTE]
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