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How many of you have run or played in a solo-campaign?
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<blockquote data-quote="FireLance" data-source="post: 1393077" data-attributes="member: 3424"><p>Here are a couple of random pointers for solo games:</p><p></p><p>1. Play to the main character's strengths. Allow her chances to use her signature abilities in every game. Unlike a group game, when everyone should have the chance to shine, you only need to worry about one PC. NPCs should be supporting characters. They may be useful, but they should not overshadow the main PC.</p><p></p><p>2. Instant-kill and instant-disable effects such as dominate, hold and paralysis are bad. Charm may be ok if you have the right player, but when in doubt, avoid. The fate of the entire campaign should not rest on a single die roll, and it can if the main PC is subject to a save-or-die effect.</p><p></p><p>3. You can also place treasures that significantly enhance the main character's abilities or shore up her weaknesses. For example, a ring of freedom of movement can allow her to overcome monsters that use paralysis (and allow you to use them). At lower levels, you can give out less powerful items that provide only limited protection, e.g. a ring that converts a paralysis effect to a slow effect instead of making the character immune.</p><p></p><p>4. Interaction becomes important in a solo campaign, or you might as well open the monster manual and work you way up from the CR 1/10 creatures. Since the PC has no other PCs to interact with, you will have to supply interesting NPCs to shore up the gap.</p><p></p><p>5. As other people have said, a solo campaign can make that single PC truly stand out. In group campaigns, every player ought to have "equal time" and generally, equal influence in the campaign world. In a solo campaign, the PC can be special and unique: the heir to the kingdom, or the Chosen One, or the subject of some ancient prophecy.</p></blockquote><p></p>
[QUOTE="FireLance, post: 1393077, member: 3424"] Here are a couple of random pointers for solo games: 1. Play to the main character's strengths. Allow her chances to use her signature abilities in every game. Unlike a group game, when everyone should have the chance to shine, you only need to worry about one PC. NPCs should be supporting characters. They may be useful, but they should not overshadow the main PC. 2. Instant-kill and instant-disable effects such as dominate, hold and paralysis are bad. Charm may be ok if you have the right player, but when in doubt, avoid. The fate of the entire campaign should not rest on a single die roll, and it can if the main PC is subject to a save-or-die effect. 3. You can also place treasures that significantly enhance the main character's abilities or shore up her weaknesses. For example, a ring of freedom of movement can allow her to overcome monsters that use paralysis (and allow you to use them). At lower levels, you can give out less powerful items that provide only limited protection, e.g. a ring that converts a paralysis effect to a slow effect instead of making the character immune. 4. Interaction becomes important in a solo campaign, or you might as well open the monster manual and work you way up from the CR 1/10 creatures. Since the PC has no other PCs to interact with, you will have to supply interesting NPCs to shore up the gap. 5. As other people have said, a solo campaign can make that single PC truly stand out. In group campaigns, every player ought to have "equal time" and generally, equal influence in the campaign world. In a solo campaign, the PC can be special and unique: the heir to the kingdom, or the Chosen One, or the subject of some ancient prophecy. [/QUOTE]
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