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Running a game for just one player?
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<blockquote data-quote="mrswing" data-source="post: 658207" data-attributes="member: 9984"><p>I've done this LOADS of times... out of necessity, but many extremely good sessions resulted.</p><p>Most important thing is to make sure that the adventure you use/design is really geared towards the strenghts of the character and avoids the weaknesses as much as possible. In other words, if your player is a wizard, go easy on the combat and traps! One of the things which really irritated me about the old TSR Fighter/Cleric/Mage...Challenge modules, which were intended for one-on-one play, was that the opponents were far too numerous and the challenges involved DID include obstacles which the class in question was ill-equipped to deal with. Personally I would not use any dungeon-type adventures (maybe include a short dungeon segment, but not much more than that) and concentrate on storytelling/roleplaying. I would focus on city adventures - for instance, some of the old Ravensbluff modules had some pretty good adventures for low-level characters which provided lots of challenges but allowed for a goodly amount of character survival.</p><p>The best thing about one-on-one play is the fact that it's easier as DM to control the storytelling, and to keep the atmosphere. Less OOC exchanges take place, the player usually becomes more involved with her/his character. It also makes improvisation a lot easier (less different opinions to interfere). One of the greatest ever sessions I had was with one musketeer character (in an old FGU Flashing Blades scenario) who had to get secret documents away from the Cardinal's Guards during a play, which was attended by a very powerful and bad-tempered noble who could have the character thrown in jail like that if he noticed any disturbance of the performance. Every little bit from the climax of Scaramouche was used and magnified, and a grand time was had by all... well, by both.</p><p>The major problem is of course what to do when your player gets unlucky. I once forced a skill roll on Conan (!!!) for jumping on to a horse from a wall, he missed and ended up paralyzed (Rolemaster critical fumble...). So I had to improvise and let an evil sorceress heal him so she could use him for her own dark designs... It worked, but only just.</p><p></p><p>Good luck with the game!</p></blockquote><p></p>
[QUOTE="mrswing, post: 658207, member: 9984"] I've done this LOADS of times... out of necessity, but many extremely good sessions resulted. Most important thing is to make sure that the adventure you use/design is really geared towards the strenghts of the character and avoids the weaknesses as much as possible. In other words, if your player is a wizard, go easy on the combat and traps! One of the things which really irritated me about the old TSR Fighter/Cleric/Mage...Challenge modules, which were intended for one-on-one play, was that the opponents were far too numerous and the challenges involved DID include obstacles which the class in question was ill-equipped to deal with. Personally I would not use any dungeon-type adventures (maybe include a short dungeon segment, but not much more than that) and concentrate on storytelling/roleplaying. I would focus on city adventures - for instance, some of the old Ravensbluff modules had some pretty good adventures for low-level characters which provided lots of challenges but allowed for a goodly amount of character survival. The best thing about one-on-one play is the fact that it's easier as DM to control the storytelling, and to keep the atmosphere. Less OOC exchanges take place, the player usually becomes more involved with her/his character. It also makes improvisation a lot easier (less different opinions to interfere). One of the greatest ever sessions I had was with one musketeer character (in an old FGU Flashing Blades scenario) who had to get secret documents away from the Cardinal's Guards during a play, which was attended by a very powerful and bad-tempered noble who could have the character thrown in jail like that if he noticed any disturbance of the performance. Every little bit from the climax of Scaramouche was used and magnified, and a grand time was had by all... well, by both. The major problem is of course what to do when your player gets unlucky. I once forced a skill roll on Conan (!!!) for jumping on to a horse from a wall, he missed and ended up paralyzed (Rolemaster critical fumble...). So I had to improvise and let an evil sorceress heal him so she could use him for her own dark designs... It worked, but only just. Good luck with the game! [/QUOTE]
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