Running a one-player campaign

UltimaGabe

First Post
Does anyone have any tips or advice on running a campaign with one player and one DM? For example, any tips on adventures, encounters, or ways to make it somewhat possible? Any help would be most appreciated.
 

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the solo campaigns are way different; everythign is about this one character. It can be great as the role playing parts can excell. Combat can be tricky trying to blaance though, it realyl depends on the character class and attitude.
 

I have run many campaigns, a couple of which were solo campaigns. I didn't think there was a need for DMing a special way. I just allowed the player character to have one or two henchmen and bodyguards though, something I rarely allow in multiple players games. The great thing is that you can have a focused campaign.
 

Crothian's got it right. The usual observation that RPGs aren't like books or movies in the sense that they have too many protagonists does't hold true for solo adventures. You can easily make the character's backstory integral to the plot. Think video game rather than RPG. If you want to make the character the fabled one, go ahead. It works.

Last summer a friend and I ran 2 solo campaigns. It was surprisingly entertaining. When I was running, I always made sure the character had a friend/ally or two along. I always made sure that they were weaker support type characters that didn't steal the player's thunder. There was an odd turn of events. At one point the character died(biggest danger in solo play). So he took over playing one of the NPCs(who was initially a semi-bad guy but was reformed through actions by the PC). It was a heavily Sidhe oriented campaign and I had the dead PC reincarnated but lacking most of his memories. So now my friend was playing a former NPC and the original character was an NPC with a much different personality.

Great time had by both of us. It has a very different, much more intimate and role play intensive feel to it. Hope it goes well.
 

I agree, it can make for a very focused campaign. If the player is a strong role-player, it's possible to have some great games.

One thing to keep in mind is that when using challenge ratings and modules is that they are generally based on a party-dynamic. The lone adventurer may need to be a few levels higher than the suggested level.

Oh, and any monster that has a paralyzation attack becomes very deadly.
 

Single campaigns can be very tough to run, for exactly the reason Crothian points out: combat. Roleplaying and story continuity make up for the heartache though, because it's nice, for a change, to be able to have a "star" and to be able to indulge them.

Try to rely more on diplomacy, roleplaying, personal challenges, and moral choices, with a single-PC party. Don't worry as much about balance and concentrate more on playing to the character's strengths than their weaknesses.

Try the gestalt rules from Unearthed Arcana. If you're unfamiliar, it's basically the best of two worlds, so getalt fighter-wizards get d10 HD, good BAB, good fort and will saves, full spellcasting, a familiar, all the feats from both classes, and 2+Int skills per level.

A well-made (read min-maxed) gestalt PC with plenty of useful gear can handle most challenges that a party 3-4 levels lower could handle, thus letting you use some published modules from time to time.
 

Solo campaigns are a great chance to focus on the character's personal backstory, goals, and quests (i.e. make everything much more personalized to him) -- of course, if your player is just into complete hack and slash then never mind. ;)
 

I've been running solo campaigns for years now. One of my players likes to get really in depth role-playing and focus on all the 'charisma-based skills' so I run one on the side for her.

The depth of roleplaying can be pretty intense if done properly as you will find yourself lost 'in character' because there are no other PC's wanting your attention. I would suggest leaning towards more intrigue and mystery than combat if possible. If combat is the players thing then you will have to tweak the encounters appropriately.

I also tend to play semi-permanent NPCs that accompany the character for a time. I have a lot of reaccuring NPCs as well. Combat can be tough, so if you have a few NPC allies along, have the Player control them during large fight scenes otherwise they will be sitting there bored while you roll dice for 10+ NPCs/Monsters...

I like the fact that I can drag out the story longer, tease some information and not worry about the player forgetting because some other player lead them on a side-quest for a session or two...
 

From a DM point of view, here's what I would do to keep the game exciting:

You know how every so often in the LotR books the various groups of adventurers get glimpses of Gandalf working at a distance (i.e., on Weathertop) or see him come in from nowhere and save the day (e.g., Helms Deep), or have in the back of your mind that he's in serious trouble (e.g., post Moria)? These are the kinds of situations you need to provide for your solo PC: leading soldiers to the rescue of a standed group, clearing the road for innocents to follow, arguing with a powerful wizard, or acting as a messanger in desperate times. There's some things which a brave individual does better than a party. Find those adventures and make them happen.
 

I will be starting a single player game soon. I am fairly new to DMing and bran spankin new to single player game.

My original idea was to simply involve the PC meeting some NPC's which would fill out the party in way that the number of characters and levels would make it seem like a regular party, only with the PC being the focus. But I had planned out different character traits and goals for the NPC's, so that they would behave as much as possible like other PC's when interacting with the real PC.

Am I taking a difficult approach? A lot of the advice mentions scaling combat encounters back, etc. Since I am so new to DMing I was going to use a few modules to start out with a few of my own tweaks to match the characters style, and story etc. Should I make more than just minor tweaks and not feature the NPC's so heavily?

Another reason I was going to feature the NPC's so heavily is that the player has only played D&D once before. I thought some handy NPC's with their own goals might give the player a more standard feel to the game, and present different suggestions, and conflicts for the character to consider.

I would love to keep reading more advice from those that are more experienced with this kind of thing.
 

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