Epically solo campaign

porthos

Community Supporter
Okay, I got a little doozy of a situation here. I'm looking to start running a solo campaign (1 DM, 1 player) with a 22nd level sorcerer. The character was originally created to try out the ELH when it came out, but the player (my wife) enjoyed her PC so much, that I’m going to try and put together a story or two that we can play on the side when we have some free time.

However, as I started pulling together some different ideas, I realized how difficult it would be to run a solo, high-level campaign. Failed saving throws become life threatening rather than challenges. Traps and petrifaction/paralysis stuff becomes save or die. Without any backup, even stuff half her CR can be downright deadly.

Now, I know the easy fix is to throw in a cadre of NPC’s companions, but that’s the bane of DM’s in solo campaigns (IMHO). I’ve already got to juggle all the NPC’s she’s going to interact with. I don’t really want to throw in a bunch of omnipresent NPC’s.

I’ve thought about moving it towards a more political/role-playing bent, but she loves combat, so there’s got to be some good, juicy battles. Maybe just one high-level NPC to back her up. Maybe Leadership. I’m still tossing around ideas.

So, I throw myself out to the EN Masses in search of others who have done what I’m trying to do or anybody with some suggestions.

Thanks in advance…
 

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The options depend on the nature of the character, and the type of adventures you're proposing, but I think you've already hit on a few good ones yourself.

Allied NPCs. You don't have to resort to the stereotype band of heroes. A 22nd level sorcerer is unlikely to cavorting with them anyway. Perhaps just a trusted assistant or an apprentice, or a small squad of guards to do her bidding. She could even exert some control over these semi-characters.

Leadership. Yes, in a variety of ways. She could be leading an army, which is nice backup when you're making a saving throw. But more significantly, you should allow and even require her to take the lead in generating the plot. At her level you're not sitting around waiting to see what the world offers up to you, you're out creating your own destiny. What does she want her character to achieve? Magical research, peace among warring nations, conquest? Make her lay out some plans, then build your story around them. This is a great opportunity for a sort of role reversal: She becomes the wizard that, in most adventures, the PCs are out to stop. Whatever she decides her goals are, create a set of NPCs dead set on stopping her for whatever reason.

I don't know if any of this is helpful. I've never read the Epic Level Handbook.

CZ
 
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Great suggestions, CarlZog. Thanks for taking the time to contribute. I think the idea of co-creating the story is right on target and that's what we've started doing. I want her to have as much a part of figuring out what happened in the past and what should occur in the future as I have getting the adventure ready.

Looks like you don't need to read the Epic Level Handbook at all! Thanks again.
 

My suggestion - let the player run her follower(s) as secondary characters subject to your veto. Establish some personality parameters (ie, they follow her lead, don't take any risks she doesn't etc) so they don't inappropriately heroic/suicidal, but let her roll the dice etc.

Allows insurance & a few more options with minimal extra work for the DM.

My player group has often been small & have resorted to similar measures. So long as it remains clear who's a PC & who's a follower, this idea can work well.

I've also often used an NPC as a full fledged groupmember with the same 'rights' & power level as a normal PC (which the character sometimes became when the DM changed).

Naturally, these character(s) generally reserved & don't say much, but the odd bit of in-character wisdom and loyal backup can be very useful.

edit: Plus if a secondary character gets high enough level you/your player also get to explore some more Epic options!
 
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I'm at the opposite end of the spectrum. I'm running a solo game with my wife and her character is 2nd level. Anything can kill her at this point.

That said, I've put her up against a standard mummy that could kill her with one hit and she walked away without a scratch, well, only a small scratch :)

One thing is to make sure that there is a way to resolve the encounter that does not involve combat. This is good gming in general, but it especially shows here.

Remember that the CR is the standard four member group. I've found that a few weaker opponents offer a much greater challange, and more fun in general, than a single powerful one.

Let her run her npcs. You will be busier with the game anyway because of the nature of a single-player game. One person doesn't stop to discuss a plan and hence give you a chance to catch up or plan the next move.

Taking from that, put some of the responsibility on her. Let her describe the next inn she goes to, and then just add whatever else needs to be there.

In general, you want to give her a lot of intrigue and mystery to sort through. You can do hack 'n slash, but it's a whole different game with just one person.

In short, a single player game is much more of a cooperative creation than it is with a large group. Free her up to do what she wants, don't hold back, don't worry about game balance, and you'll have a lot more fun!
 

Thanks!

Thanks to both of you for some spot on suggestions. I'll be sure to incorporate them as the game develops.
 

While I dont think its a requirement to have NPCs stand beside the PC everywhere they go, I do think its important that the PC have allies at their disposal. Some contacts can be as near as a neighbor in the city, or perhaps half a continent away. Just remember that nobody gets to 22nd level without making a few friends...and enemies, along the way.

I find that many players come up short on the social side when developing character backgrounds. A little (or a lot) of work here will really help the DM to fill in more interesting bits and plot hooks as the campaign moves forward.

This is one of the reasons I don't like starting a campaign at high levels. If you truly intend it to be a campaign, you need to devote the time to creating a social background for the PC, and that includes a lot of history, allies, enemies, family members, friends, politics, etc. that go along with having an active career up to their current level.

In addition, its essential that the PC has a strong motivation toward a long term goal, and then the plot can involve all sorts of distractions along the path to that goal. Be sure to work with the player to come up with something suitable to the campaign. My best advice here would be to make it personal.

When it comes to the types of distractions and plot twists, I would recommend trying to explore different emotions for the PC. Keep thinking, "in the game" and find what makes the character angry, happy, sad, etc. What's important to the characters and how can you make things...complicated.
 

People have hinted at it but I be blunt it about it.

Feat: Leadership.

A lowly apprentice, a rogue that can get anything, a warrior with a strong arm to depend upon can all be a great help. Maybe even a wondering minstrel looking for that epic tale to pen and sing. (aka the bard)

I would avoid clerics, and paladins as her cohort cause they are almost always trying to help their gods at that level and that may not be what your wife's character is wanting to do. (In fact I can almost guarantee it.)
 
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If neither you nor she wants to run lots of NPCs their is another solution considering your level of play: magic items. A small supply of magic items can cover a range of needs for an epic spell caster. A golem for heavy lifting and physical fighting, for example. But in the case of the failed saving throw contignecy items are the way to go. Simple, even single use, items that have a few spells layered on them could have certain conditions attached to them to activate: if wearer drops X HP "teleport" to lair/home/allied temple/friend. It would take her away from the adventure, true, but it would save her life. Then, knowing the dangers at a given site she could better prepare for them. Not somethign I would suggest for a regular campaing, but at Epic Levels such an item would not be unreasonable.
 

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