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Don’t reinvent the wheel, being well versed in different RPGs
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<blockquote data-quote="Joshua Randall" data-source="post: 9590471" data-attributes="member: 7737"><p>Why not? I’m honestly surprised you of all people can’t imagine it!</p><p></p><p>Our 4e D&D table does it quite often and I ran an entire 3e/3.5e campaign with just two participants, switching DM/player side depending on the scene.</p><p></p><p>Sure, the rules for those games don’t give you any extra dials and levers to HELP you shift DM/player responsibilities, but they don’t PREVENT you either.</p><p></p><p>—</p><p></p><p>On that note: I’ll add Ironsworn / Starforged / Sundered Isles to the list as an example of a game that not only allows for seamlessly shifting among “guided play” (GM // players) and co-op play… but of course also is designed for solo play where you, the singular human player, are GM+player in one, at all times.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9590471, member: 7737"] Why not? I’m honestly surprised you of all people can’t imagine it! Our 4e D&D table does it quite often and I ran an entire 3e/3.5e campaign with just two participants, switching DM/player side depending on the scene. Sure, the rules for those games don’t give you any extra dials and levers to HELP you shift DM/player responsibilities, but they don’t PREVENT you either. — On that note: I’ll add Ironsworn / Starforged / Sundered Isles to the list as an example of a game that not only allows for seamlessly shifting among “guided play” (GM // players) and co-op play… but of course also is designed for solo play where you, the singular human player, are GM+player in one, at all times. [/QUOTE]
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Don’t reinvent the wheel, being well versed in different RPGs
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