How many of you have run or played in a solo-campaign?

dreaded_beast

First Post
Some of you may remember that I started a previous thread regarding my first steps towards becoming a DM. I mentioned that I would be running a solo-campaign, but I don't think I actually focused on that particular topic.

(If I did actually ask this question in my earlier thread, sorry guys!)

So, if you have run or played in a solo-campaign, any information of interest specifically geared towards solo-campaigns such as advice, dislikes, likes, etc. would be appreciated.

:D
 

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Frankly I disliked the whole experience. That takes away a whole dimension from the play. Might as well play CRPGs.

I'm a little bit biased though, because socialization is a big part of our D&D game in the first place. As we've gotten older (two in my group have kids, one is a ceo of his own firm) there isn't much time to see friends, so D&D is also about seeing friends.

Plus the mayhem you can cause increases exponentially with the number of players! :)
 

Solo games can be great, but you need a good DM and a good player. I've had success with them in the past. I run a very role playing centered solo game, with lots of NPCs and plot. THe game revolves around the PC, so it takes a player that can direct himself and move the plot along with out the need for the DM to dirrect everything.
 


I've run them where the player has multiple characters.

There was very little "role-playing" and alot of combat, but that's what we both were interested in at the time.

It worked best when running modules. I don't think I'd enjoy it with a home-brew world.
 

I've run solo campaigns several times, in D&D and in other games.

For D&D, I think it works best with an urban campaign. That way, there are plenty of potential NPCs around to aid the PC if needed. I've done a thieves guild campaign, in which the PC was a member thief, and I've done a campaign built around a PC bard.

Another campaign that worked pretty good was a Robin Hood-style wilderness campaign in which the PC was part of a rebel faction fighting a guerrilla war against an invader. The PC was a ranger, and his main NPC sidekick was a druid.

I've wanted to do a wizard's academy-based solo campaign, but never had the opportunity. And a solo campaign built around a fighter or any type of rogue would be pretty easy to do. A cleric campaign taking place at a large temple or monastery also could be done. Or send a paladin or cleric on a quest. The possibilities are really endless, if you just use a little imagination. Go through the Players Handbook and think of what sort of adventure each of the player classes could have on their own.

Just make sure the PC has some NPC buddies who can help him out if needed with healing, spells or extra muscle. They don't have to be around all the time, just be available if needed.
 

I've run a few games and tried once or twice to run a campaign based on one-on-one gaming. It went generally well. The two main difficulties I have encountered centered on the fact that there is no one to help the player when things get difficult. In combat, the character is generally alone, so it can become very deadly, very quickly. In puzzle solving or other things of the sort, the absence of many minds can make solving puzzles very difficult. It is unrare to see the player get stuck for hours on ends on that puzzle that prevents access to the next segment of the adventure.

There are some advantages to one-on-one gaming. First, it is much simpler to set up a game period with only two people than with several. Second, the opportunities for role-playing can get pretty good since you have to insist on interactions to move the plot forward.
 

I've done both. Definitely far from my favorite form of RPing, but it can work. Here's one episode that I ran, in story hour form:

http://www.enworld.org/forums/showthread.php?t=42158

As for hints, know your player, what they want, and what they hate. It also helps if you know their strengths and weaknesses, both as a PC and a person. Since the adventure is all about them, it helps if you can cater to their tastes.
 


Remember that everybody has a social network. I find this side of things often lacking in many campaigns, but as long as the party is networked together it usually works out well enough. For a solo campaign, however, it's especially important to include NPCs. Family, friends, mentors, business people, neighbors, extended family, guilds, and clans can all be part of a PC's social network.

The PC is just a part of this intricate social web. Each different group will try to use the PC for their own ends. Never let your PC feel like he is all alone. Chances are he has been praying to a particular god, so he would know the priests at his temple. His family would do regular business with certain shops or relatives, and they would know him (although that also means you would know if they are honest or greedy). Weddings and funerals are good to bring a crowd of acquaintances together unexpectedly--not to mention the possibility of an inheritance. Guilds can dictate a lot of things like privledges and responsibilities.

Well, you get the idea. It's the social networks that can really take things in a lot of diffeent directions. I find them incredibly important in any campaign, but even more essential in a solo one.
 

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