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Running a one-player campaign
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<blockquote data-quote="TwinBahamut" data-source="post: 2335999" data-attributes="member: 32536"><p>I'm just beginning to DM a solo campaign myself. It has been somewhat tricky, but it has been pretty fun so far.</p><p> </p><p>I second the suggestion to go with the Unearthed Arcana Gestalt rules. It accomplishes a number of things to make up for the problems caused by lacking a party. It buffs the hero's power so he won't die as easily, gves him more flexibility so he can do a wider variety of things on his own, and also makes it so that I can throw in a normal character at the same level as an ally, without any chance the ally will overshadow the hero.</p><p> </p><p>I'm also using reserve hit points and accelerated feat acquisition, but that is more because of the setting than because of the solo campaign. I might very well run Iron Heroes in this setting after all, and so I am using something of a similar feel.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 2335999, member: 32536"] I'm just beginning to DM a solo campaign myself. It has been somewhat tricky, but it has been pretty fun so far. I second the suggestion to go with the Unearthed Arcana Gestalt rules. It accomplishes a number of things to make up for the problems caused by lacking a party. It buffs the hero's power so he won't die as easily, gves him more flexibility so he can do a wider variety of things on his own, and also makes it so that I can throw in a normal character at the same level as an ally, without any chance the ally will overshadow the hero. I'm also using reserve hit points and accelerated feat acquisition, but that is more because of the setting than because of the solo campaign. I might very well run Iron Heroes in this setting after all, and so I am using something of a similar feel. [/QUOTE]
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