Games with one player

Nathal said:
I noticed that one-on-one games usually require a hike in character level, to increase chances of survival. The game assumes a part of four, so starting out a solo character at level five isn't a bad idea.

I disagree that a level hike is "required". The last time I ran a solo game it was for my wife and she played a Wizard who didn't even become 1st level until the end of the first session. She had a whopping 6 hit points (thanks to a decent Con) for the first few sessions.

To me, the chance to play a one on one game is a chance to do different kinds of adventures than you would do with a party. Things that would be no challenge at all for a group become interesting dilemmas for a single player. And other things that would be impossible for a party are within the capabilities of a single player.

I'm preparing to run another solo campaign for my wife in the near future and it will be heavily focused on interaction with various NPC's, mystery and investigation. She has specifically requested that there be a romantic interest of some sort and that's something else that is difficult to give much attention in a group setting.

I guess I'm saying to feel free to think outside the box a bit instead of just assuming that you have to jack up her level in order to compensate.

Good luck! :)
 

log in or register to remove this ad

I don't think a hike is required, but player advancement probably is. That doesn't just mean levels. It could mean money, or social status, or accomplishing some goal that they're interested in completeing. Starting low level are good because they really have a sence of accomplishment when they succeed, but then again, if they're really interested in a particular game that would require higher level, then go for it. On this level it's less about the rules and more about keeping the two of you interested.

I was playing a single player Treveller game and teachign him the system. We rolled up a scout character that got a ship and he was hopping form system to system buying and selling stuff. Mostly just record keeping and rolling a few dice to see what the local system's market was paying for the stuff he paid at the last planet. Sell it, buy more stuff, buy more fuel, etc. I thought it was getting bored and suggested changing to something else, he said "Screw that! I'm making money here." From there I made up more attention to detail of the systems he was at and going to and their markets. We role played getting some financial data and continued with the trading. Taught me a lesson of GMing, if the characters are advancing or enriching themselves, they're usually having fun. The exception to this is when they start to feel there is nothing they can do wrong and don't feel any challenge any more. If the players get every magic weapon in the book but are having fun and feeling challenged, then it's a high magic campaign. If they're bored and not feeling challenged, then it's a Montey Haul campaign.
 

Remove ads

Top