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How many of you have run or played in a solo-campaign?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1393211" data-attributes="member: 6398"><p>As someone that's played in many solo games (including a current Oathbound game as a 12th Level NE Human Fighter) and run many more, I see a lot of good advice in this here thread.</p><p> </p><p>Very nice.</p><p> </p><p>While in full agreement with all of your points, this one can't be stressed enough. I'll occassionally break the game up for 3-4 weeks, having 2-3 solo sessions per player during the interim, using the time to involve them in politics (government, guild, religious heirarchy, etc.), involve their personal relationships (parents, siblings, significant others and children, long-time allies, etc.), as well as individual-quests specifically for/about the specific PC.</p><p> </p><p>Example: The Wizard wants to make an item and research some spells, the Druid has obligations to pay back a favor granted, the Rogue wants to go be a lounge lizard, but the Fighter in the group wants to do something). This simple set up can easily provide 1-2 sessions apiece as solo games, even more if I feel like stirring things up dramatically and the players are up for it. This can even be used to set things up for the next quest or even later: During this time, the Wizard is visited from a friend that warns of a comet appearing in an ill-favored constellation, while the Druid learns from the EarthMother that darkness approaches, the Rogue catches a rumor that an evil cult is back in the city and attempting to obtain an evil artifact via the black market, and the Fighter returns with stories of unnamed evil stirring in the southern forests. Re-united, the PCs share their information and things start to come together into a larger picture that begins their next adventure as a group.</p><p> </p><p>Over all, this effect helps to "draw out" the characters even more in a group game, since the players all become more familiar with their characters and more comfortable portraying them to some degree.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1393211, member: 6398"] As someone that's played in many solo games (including a current Oathbound game as a 12th Level NE Human Fighter) and run many more, I see a lot of good advice in this here thread. Very nice. While in full agreement with all of your points, this one can't be stressed enough. I'll occassionally break the game up for 3-4 weeks, having 2-3 solo sessions per player during the interim, using the time to involve them in politics (government, guild, religious heirarchy, etc.), involve their personal relationships (parents, siblings, significant others and children, long-time allies, etc.), as well as individual-quests specifically for/about the specific PC. Example: The Wizard wants to make an item and research some spells, the Druid has obligations to pay back a favor granted, the Rogue wants to go be a lounge lizard, but the Fighter in the group wants to do something). This simple set up can easily provide 1-2 sessions apiece as solo games, even more if I feel like stirring things up dramatically and the players are up for it. This can even be used to set things up for the next quest or even later: During this time, the Wizard is visited from a friend that warns of a comet appearing in an ill-favored constellation, while the Druid learns from the EarthMother that darkness approaches, the Rogue catches a rumor that an evil cult is back in the city and attempting to obtain an evil artifact via the black market, and the Fighter returns with stories of unnamed evil stirring in the southern forests. Re-united, the PCs share their information and things start to come together into a larger picture that begins their next adventure as a group. Over all, this effect helps to "draw out" the characters even more in a group game, since the players all become more familiar with their characters and more comfortable portraying them to some degree. [/QUOTE]
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