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One player party. A one on one DM to PC game?
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<blockquote data-quote="Mike Myler" data-source="post: 6128266" data-attributes="member: 6726030"><p>My experience with one-on-one GM and PC games has been in one-shots that tied back into the bigger game; my character is doing a burglary the other PCs are not aware of, other side quests, etc etc. They are always great fun and now I do the same for the groups I run for. As a matter of fact, I think the PC I live with has some thievery she was supposed to do before the next adventure.</p><p></p><p>I wouldn't totally ignore CRs, just count their effective level as 2-3 reduced.</p><p></p><p>Here are three things that I think are worth mentioning:</p><p></p><p><strong>Combat has an entirely different dynamic.</strong> Swarms of minions and kobolds pose a threat that isn't quite there when you have serious support, but it opens up different scenarios that just don't work as well with groups. Think cinematics. How many times does the protagonist work his way through ten-twelve guards/three combat specialists/<insert story element-based antagonists here> as they make their way to the point of conflict? Don't be afraid to drop the support NPCs or make a demand for their attention elsewhere. Which brings up another point.</p><p><strong></strong></p><p><strong>You're no longer limited to a group perspective. </strong>Just like in a book or a movie, you can jump from this narrative view to the next and break the story apart into different simultaneous scenes. Have your player designate which character is 'dominant' if you like, but now since they are a 'player-character<em>s</em>', they have access to a multitude of sensors to perceive what's happening.</p><p>For example, your player is trying to gain entry into a fort. The rogue sneaks up to the guards while the barbarian scales the far wall and the wizard silently floats down from far above. Instead of dealing with passing notes, taking players aside and generally trying to keep a secret from folks within whispering distance, as soon as one character sees the guards transform into a werewolf the player knows about it. This is a double-edged sword but you can use it to your advantage.</p><p><strong></strong></p><p><strong>You aren't playing with a diverse audience and they aren't a crowd.</strong> Does your player dig combat? Social roleplay? Heists? It doesn't matter which one really, because you can tailor what you're doing to their interests. A well designed story and game will keep players attention but appealing to their favorite part of tabletop is never a bad idea and you're in an excellent place to do that without having to juggle the preferences of multiple people.</p><p></p><p>This sounds to me like an excellent opportunity for 'Trials' scenarios or Gladiator combats. I might also consider looking at some Conan stuff for inspiration.</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 6128266, member: 6726030"] My experience with one-on-one GM and PC games has been in one-shots that tied back into the bigger game; my character is doing a burglary the other PCs are not aware of, other side quests, etc etc. They are always great fun and now I do the same for the groups I run for. As a matter of fact, I think the PC I live with has some thievery she was supposed to do before the next adventure. I wouldn't totally ignore CRs, just count their effective level as 2-3 reduced. Here are three things that I think are worth mentioning: [B]Combat has an entirely different dynamic.[/B] Swarms of minions and kobolds pose a threat that isn't quite there when you have serious support, but it opens up different scenarios that just don't work as well with groups. Think cinematics. How many times does the protagonist work his way through ten-twelve guards/three combat specialists/<insert story element-based antagonists here> as they make their way to the point of conflict? Don't be afraid to drop the support NPCs or make a demand for their attention elsewhere. Which brings up another point. [B] You're no longer limited to a group perspective. [/B]Just like in a book or a movie, you can jump from this narrative view to the next and break the story apart into different simultaneous scenes. Have your player designate which character is 'dominant' if you like, but now since they are a 'player-character[I]s[/I]', they have access to a multitude of sensors to perceive what's happening. For example, your player is trying to gain entry into a fort. The rogue sneaks up to the guards while the barbarian scales the far wall and the wizard silently floats down from far above. Instead of dealing with passing notes, taking players aside and generally trying to keep a secret from folks within whispering distance, as soon as one character sees the guards transform into a werewolf the player knows about it. This is a double-edged sword but you can use it to your advantage. [B] You aren't playing with a diverse audience and they aren't a crowd.[/B] Does your player dig combat? Social roleplay? Heists? It doesn't matter which one really, because you can tailor what you're doing to their interests. A well designed story and game will keep players attention but appealing to their favorite part of tabletop is never a bad idea and you're in an excellent place to do that without having to juggle the preferences of multiple people. This sounds to me like an excellent opportunity for 'Trials' scenarios or Gladiator combats. I might also consider looking at some Conan stuff for inspiration. [/QUOTE]
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