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Running a game for just one player?
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<blockquote data-quote="Zander" data-source="post: 661724" data-attributes="member: 1364"><p>Back in the 80's, I DMed a 1E game for a friend that lasted about a year. I second Haiiro's suggestion of allowing the player to have two characters. As in Haiiro's example, it's a good idea if there's a strong bond between them such as might be found between relatives, close friends or members of the same order/organisation. This helps to explain why the characters think alike.</p><p></p><p>If you have a friendly NPC tag along, make sure he doesn't eclipse the player's PC(s). </p><p></p><p>As has already been suggested, if the character(s) don't have any kind of magical or mundane healing (beyond natural bodily healing), make sure they find a few healing potions or similar curing magic early on.</p><p></p><p>Also, hide all your dice rolls even those you would normally show the players in a larger group. The reason is that you'll probably have to fudge rolls more with a single player (both for and against the player).</p><p></p><p>Where possible, use adventures the solo PC can dip in and out of without too much trouble. For example, I designed a scenario set in a sewer complex. While there were plenty of dangers, I included lots of exits to the surface world. So when things got too dangerous, the PC could leave and come back. Of course there were in-game down sides to leaving and returning, but at least it meant that the PC would survive. The dip in and out approach also means that you can introduce NPC's/monsters without a great deal of explanation about how they got there. In the sewer case, it just meant that the NPC/monster had entered the system from somewhere the PC hadn't been yet or didn't know about (such as a missed secret door).</p></blockquote><p></p>
[QUOTE="Zander, post: 661724, member: 1364"] Back in the 80's, I DMed a 1E game for a friend that lasted about a year. I second Haiiro's suggestion of allowing the player to have two characters. As in Haiiro's example, it's a good idea if there's a strong bond between them such as might be found between relatives, close friends or members of the same order/organisation. This helps to explain why the characters think alike. If you have a friendly NPC tag along, make sure he doesn't eclipse the player's PC(s). As has already been suggested, if the character(s) don't have any kind of magical or mundane healing (beyond natural bodily healing), make sure they find a few healing potions or similar curing magic early on. Also, hide all your dice rolls even those you would normally show the players in a larger group. The reason is that you'll probably have to fudge rolls more with a single player (both for and against the player). Where possible, use adventures the solo PC can dip in and out of without too much trouble. For example, I designed a scenario set in a sewer complex. While there were plenty of dangers, I included lots of exits to the surface world. So when things got too dangerous, the PC could leave and come back. Of course there were in-game down sides to leaving and returning, but at least it meant that the PC would survive. The dip in and out approach also means that you can introduce NPC's/monsters without a great deal of explanation about how they got there. In the sewer case, it just meant that the NPC/monster had entered the system from somewhere the PC hadn't been yet or didn't know about (such as a missed secret door). [/QUOTE]
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