One on One Capaign

hornedturtle

First Post
My girlfriend and I want to play D&D (3.5) and i was hoping for some suggestions on how to run a one on one campaign.

She has made a 1st level monk with a low cha and a focus on social skills, sort of a inconspicuous person.

Any suggestions on companions or items that would help keep her character alive and make it a enjoyable experience.
 

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A one-player campaign is tough. I'm doing one right now (DMing) and it is a whole lot of hassle for me. You have to run every NPC companion and normal NPC... But it is fun.

Basically, you could either set her with a normal group (of NPCs) with a divine caster, sneak and arcane caster and play the regular style, just with you doing each other character. Or you could create a campaign that is totally 1-person. With that, you would have to do some testing, since CRs are designed for Parties, not Loners.

However, a bonus about the one-player campaign... You can really develop an interesting story just for that character. Mine, for example, focuses on the PCs history (since he has amnesia) and re-discovering it. It's gotten quite involved and the player is hooked.

So, really, a one-player game is totally do-able and can be very fun.
 

If you don't want to go Gestalt, Paladin and Monk are one of the best choices (after bard!).

Monk/Psio multiclass is pretty viable as well.
 

whatever you do, don't kill her off to teach her a lesson for ignoring your boring diatribes concerning attacks of opportunity, even if she totally does a bone-headed move like tries to run - not tumble - through a crowd of heavily-armed warriors who are waiting for her.

;)

more seriously though, take things slowly and explain fully why things are happening; she won't know the game as well as you do and it might be confusing at first, since different genders usually approach the game fairly differently.
 

If you don't want to go Gestalt
I would say, do go gestalt! And with a generous point buy, to boot.

Paladin//Monk would be a good combo for solo play, I think, although she might want to rethink the low Cha (actually, if she's focusing on social skills, she should probably rethink that anyway).


glass.
 

She has played before but likes to focus on the story more than things like say combat. I think gestalt would just confuse her though.

So i gather the suggestions so far are
1. add a few adventuring npc's
2. don't kill her off for silly things
 

In my experience, these games with one player are incredibly rewarding... It's focused "you" time with the SO.

My recommendations...

Have a BFF. Talking things through with a BFF helps her feel socially connected to the world. It also helps her think through diplomacy issues in game before making final decisions. It gives her some moral and adventuring support too.

Encourage the use of Leadership. You don't care that it's over-powered and adds people to encounters. You have one PC!

Start creating a stable of NPCs and towns now. There's an incredible amount of prep work for just one PC, because you can never expect the players to entertain themselves. I recommend buying products that have good starter towns: Secrets of Saltmarsh, Burnt Offerings, the Paizo Gazeteer (look for stuff on Korvosa), Goodman Games, and Green Ronin's Freeport Companion. (Avoid the modules, which are either meh or rape-tastic).

Set up several men of varying types that may eventually become love interests. Use archetypes: brawny, dumb, sweet, smart, dashing, a rake, etc.

Have PCs that always give advice from their perspective, not yours. Be really clear in your RP about that. For example, my PC's BFF always thinks magic can solve any problem. Her cleric gives the LG answer to everything. Her brother is over-protective and kind of dumb. She knows that she's not getting told what to do by her DM.

Have a crew of people that she can interact with or take on adventurers. You have to be careful in combats though, because if she takes too many, you have too much on your plate and it might look like you're playing with DMPCs. Instead, have the NPCs she takes with her adventuring look to her for orders or guidance; she's the hero, after all! She doesn't have to run them, in fact, she shouldn't. But having her play the general is perfectly appropriate and fun: "Go get the widgit!" "A little help?" "Get out of there! You can't do anything against him!"
 

more seriously though, take things slowly and explain fully why things are happening; she won't know the game as well as you do and it might be confusing at first, since different genders usually approach the game fairly differently.

Ok, first off... that quoted bit is just _wrong_. The last thing this hobby needs is yet another person trying to propagate this. It's also pretty offensive.

_PEOPLE_ are different. How someone approaches rpgs is _not_ a gender issue. My wife for example is just as happy to hack and slash as the next person; she also like story based stuff where she can really get into the roleplay of her character. And she's not above sticking her hands into a bit of min-maxing either.

If you approach teaching rpgs as some sort of a gender thing, you're most likely going to come off as condescending and offensive.

This is one of my few pet peeves.

Now, to answer the OP...

I run one-on-one games for my wife. She's got some experience now, but she's only been really playing for the past 2 years (other than a brief stint back when we were teens).

Here's my advice in no real order:

1. One on one games can be darn tiring.

You don't have a group to help take the load off, being able to think about how something might work out for one character while you're dealing with another. You don't have other players to keep each other entertained while you're setting something up or looking for some other thing. You are _always_ on.

2. Prepare a lot of stuff in advance, but be vague.

You can potentially cover an awful lot of ground, because you as the GM have little down time, and you've got one person focused on doing something. Yes, it means you can have really great and long roleplaying bits, but if she blows past rping something and starts charging somewhere, she's going to be able to potentially cover a lot of ground.

It also means you're going to want to be a lot looser in your preparation because you just don't know which direction she's going to head off in or how far she's going to push.

3. Combat kills

You want to be careful with combat. D&D is geared towards their being 4 people. That means that you're going to have to be careful with the opposition you put up against her. The CR system isn't the horrific train wreck some people make it out to be, but it _is_ something with wriggle room in it, which means things can go pear shaped pretty easy.

The other thing about combat is, a lot of people (and modules) use combat to "fluff out" the game. When you're doing one-on-one play though, unless the other person is into some _serious_ hack and slash, combat gets old _really_ fast, especially at the frequency that a lot of adventures (and people) have for larger groups.

4. Don't create a lot of support NPCs

This is going to go counter to a lot of the advice people offer. They're basically going to say that you should have an entire adventuring party, and it'll be your one player and then a bunch on NPCs.

You a big fan of rolling dice against yourself? You think your player is going to be on the edge of their seat, watching you roll dice against yourself?

Almost anything the NPCs could offer in terms of support (other than simply being another body and therefore having some extra actions) you can get with magic items or something else.

Every NPC that you have hanging out is an NPC that's taking spotlight time from your player.

If your player wants to head into town, become friends with someone and then drag 'em along on the adventure? That's cool. If your player just wants to make a bunch of friends in some town and hang out chatting with 'em, that's cool too. Because it's still about the choices the player is making.

You need healing in the game? Have hit points come back at the rate of 1 per hour.
Give a medallion that will heal 1d6 Hit Points per round. It's got some use for combat, but it'll mean the character doesn't have to worry about travelling back to town after every encounter, having a pack train of animals carrying healing potions, or dragging along some stupid NPC just to be a healing battery.

Need a bit of magic "umph" for combat? Give the player a cool flaming sword, or some nifty armor that shapes itself to the wearer's desires, or whatever. A rod that does a blast of lightning each round. Whatever.

5. Pay attention to what the player pushes for.

When you're running a group, you have to juggle a bunch of people and keep 'em all happy. And they're all willing to give way on what they want/expect since there's other people involved.

When it's just you and one player though, they're going to expect to be able to do what they want to do. Trying to railroad them along on something is going to really backfire in most cases.

6. Let the player shine.

This kind of ties in a bit to #4. You've got one Big Damn Hero to worry about. Be willing to "bend" or "break" the rules. Cool magic gadget that you'd never hand out to a group? Consider it in this case. It's not like it's going to be _hard_ to find opposition for the character, as it's only one character.

Give 'em "mook" versions of things. Instead of going for the full CR of something, just give it a number of "hits" equal to its HD. So for example, that Minotaur with 6d8+12 HD (CR of 4)? It'll take 6 hits and go down. Not 6 HP, 6 Hits. It can still be a nasty opponent, but you've shaved down it's threat.

Want a good brawl? Just give people 1 or two hits, and watch the player get all excited as they strut their stuff.

And when they come up against a "full" version? Give it an impressive description. That way they know this isn't some chump that's going to go down with a casual backhand.

How you describe the opponents, and the effects the player has as they go into combat can really help sell this. Let the player feel like their character is a Big Damn Hero.

And don't tell 'em that you're only using "mook" versions, unless it's something like the minions of a Big Bad Necromancer or something.
 

4. Don't create a lot of support NPCs

This is going to go counter to a lot of the advice people offer. They're basically going to say that you should have an entire adventuring party, and it'll be your one player and then a bunch on NPCs.

You a big fan of rolling dice against yourself? You think your player is going to be on the edge of their seat, watching you roll dice against yourself?

Almost anything the NPCs could offer in terms of support (other than simply being another body and therefore having some extra actions) you can get with magic items or something else.

Every NPC that you have hanging out is an NPC that's taking spotlight time from your player.

If your player wants to head into town, become friends with someone and then drag 'em along on the adventure? That's cool. If your player just wants to make a bunch of friends in some town and hang out chatting with 'em, that's cool too. Because it's still about the choices the player is making.

5. Pay attention to what the player pushes for.

The last line is the key.

Prepare a ton of optional NPCs and cohorts and love interests but be prepared to toss them overboard. I gave my PC the option to capture a pirate ship. That meant that if she took it, she would have to have a crew of people with her. But that doesn't mean I shackled them to her. She's gone on adventures by herself. She's taken the ship's medic. She's taken her BFF and her brother. She's had the standard four. She's taken damn near the whole ship and had fun playing general.

But she also has a bag of tricks. Summoning scrolls have always been available for her to buy, but she's never been interested in them. Customizing some items for what the PC needs is a good idea and I second that. Use scrolls, wands, and potions to give a boost to the PC's abilities in needed areas.

Give options, but let the player choose.

Also, what fun is it being a hero if there's no one around to admire your heroism? The NPCs create that spotlight for some players.

Of course, my player is playing a bard....
 
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