[Grim Tales] Joys and Sorrows of Solo Gaming?

Flynn

First Post
Good Afternoon, All,

The One Shot I'd had planned in Grim Tales for Wednesday night seems to have only one person truely interested in attending. (It's probably a matter of timing, but still, it can be a bit discouraging.) However, the interesting party (ragboy here on ENWorld) has asked about the possibility of a solo adventure (one player and one DM), so there might still be hope.

With this in mind, I've started researching a little bit about running a single player gaming session, and thought I'd post here on ENWorld for any advice, particularly within the context of Grim Tales or D20 Modern, that would make the Wednesday Night experience a good one for the player involved.

Does anyone have any experience with a one-on-one Grim Tales game? And if so, what should I watch out for as a DM? Also, what would be good to emphasize about GT in a solo game?

I don't expect much in the way of responses, but I'm hopeful that I get at least a little feedback on this matter.

Thanks In Advance For Your Time,
Flynn
 

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Joy: Unlike D&D, GT is not built on the assumption of a 4 character group.

The EL calculations work for any number of party members, so you can keep the challenge right where you want, regardless of party size.


Starting at 3rd or higher level with 1 or more low level followers/higherlings/whatever, is a good option as well, if you want to go that way.
 

Joy: Everything is tailored to the character. He doesn't have to share the spot light with other characters. You do have to be a bit more cautious about what you throw at him, but if you design you adventure around the character he builds, you should both have a grand time. And things can move quite quickly in a solo as well.

As BryonD said, you can always use temp NPCs to make any skills needed available.
 

BryonD said:
The EL calculations work for any number of party members, so you can keep the challenge right where you want, regardless of party size.

An excellent thought, and thanks for the reminder. At least I know the encounters will be most likely balanced against the character's potential, special attacks or qualities not withstanding. :)

Any other guidance or suggestions?

Thanks In Advance,
Flynn
 

Depending on the PC level/class, don't forget the "mook" rules...

Mooks only take 2 hits - first one wounds, second one kills (from any type of damage, including spells) and automatically fail an MDT saves...

I think the "best" type of PC for a solo game is a fighter, barbarian, brawler, soldier or other PC with some physical staying power. Provide some NPC support, throw in lots of mooks and a magic-using BBEG for a rip-roarin', swash-buckling, wade through the mooks fun fest...

~ OO
 

Old One said:
Depending on the PC level/class, don't forget the "mook" rules...

Mooks only take 2 hits - first one wounds, second one kills...

And for a solo game in particular, you might consider a variant I have been toying with:

First hit kills if you spend an action point.

Great for a stealth/spy kind of game.
 

Focus more on noncombat as I personally thinks it gets a little dull for the player in combat because:
A: If he dies the game is over so (maybe I'm a softy DM but) he can't die without wasting a lot of the DM's time.

B: Combat of any variety can quickly becom busywork if there are to many mooks.

Here's a thought- puzzles, use these to break up the combat or to make combat more interesting (provided he's normally in melee) use Roving Llama's Melee Combat system upgrade for the PC and BBEG.
 

Great for a stealth/spy kind of game.
This is just the sort of thing I'm planning* on doing with GT. Lots of sneaking around, lots of intrigue, lots of time spent plotting and contriving, THEN mass mook-death and whatnot.

Also, I stated up front when we decided to do a one-on-one that character death was not something that was in the cards. Left for dead, sure, captured, you betcha, but dead, no. It just doesn't suit a one-one-one in my opinion. Now whacking characters close to the PC...that is fair game.

Another fun thing about single-player games is that you don't have to worry about appeasing the great god of Game Balance. After playing standard d&d this is joy for me and cannot be overstated. Want to give the player a shiny new whizz-bang? Great, no one else is going to gripe about it.






*planning, that is, until I lost my copy of GT. Pity me.
 

Flynn said:
Good Afternoon, All,

The One Shot I'd had planned in Grim Tales for Wednesday night seems to have only one person truely interested in attending. (It's probably a matter of timing, but still, it can be a bit discouraging.) However, the interesting party (ragboy here on ENWorld) has asked about the possibility of a solo adventure (one player and one DM), so there might still be hope.

With this in mind, I've started researching a little bit about running a single player gaming session, and thought I'd post here on ENWorld for any advice, particularly within the context of Grim Tales or D20 Modern, that would make the Wednesday Night experience a good one for the player involved.

Does anyone have any experience with a one-on-one Grim Tales game? And if so, what should I watch out for as a DM? Also, what would be good to emphasize about GT in a solo game?

I don't expect much in the way of responses, but I'm hopeful that I get at least a little feedback on this matter.

Thanks In Advance For Your Time,
Flynn

This link is from the Wizards of the Coast d20 Modern Website.

http://www.makeshiftmiracle.com/Artwork/UTE.pdf

It is my favorite post ever! Under the Eclipse is the story of a solo campaign.
 

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