D&D 5E Running a single player campaign?

AbhorrentLesson

First Post
Hi, let me start out by saying I'm a fairly new DM, and as the title indicates, I have a very small potential gaming group. In total I have three friends to play this with, but due to conflicting schedules, I am only able to consistently see one. I originally wanted to create my own campaign from scratch, but with school and my job I have not been able to find the time. I went out the other day and got the pre-written adventure module "Out of the Abyss" as it seemed the most interesting out of any available, and plan to run it starting with only one person and myself as a sort of practice to work out all the kinks. Now I understand that many feel that this adventure is not good for a new DM and requires a lot of prepping, but I am still intent to make it run smoothly and have it be an enjoyable experience.

That all being said, I already have some ideas to help in the single player campaign such as:
  • "Reskinning" monsters, by using the stat block of a different monster while describing it the same
  • Giving the player a very high initiative and changing the system where they get to go between each enemy's turn,instead of the player going then ALL the monsters going.
  • Swapping out dying from a defeat by enemies to passing out and waking up at the nearest friendly settlement at the cost of all their money on hand, items, and possibly armor. (I might also initiate a mechanic where if they can find the monster that stole their gear and defeat it, they can get it all back.)
  • Of course, giving them a group of NPCs to travel with (I'd probably just use premade NPC stats from either the Monster Manual or if there's any in the Dungeon Master's Guide, I really don't want to have to keep track of characters that level up)

I understand that one player can not handle much, so what CR in the Monster Manual should I be looking for when reskinning monsters, and what would be the recommended amount of monsters to throw at them per encounter? I plan to have the player start at level 1, but I could always have them begin a bit higher. I just don't know where to start on creating encounters that would be a challenge, but not always a death (or in this case, knockout) sentence. I really wish there was a table to calculate challenges for a single player in 5e!

Is there anything else anyone can think of to help out? Either new ideas on mechanics to help the player, tweaks on the ones I've already listed, or tips on ways to edit Out of the Abyss to be more manageable for DMing in this situation? Thank you, I really appreciate it everyone!
 
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A single player campaign is destined for problems.

You will have to tweak the heck out of the existing rules and balance becomes more of a guess than anything else.

Generally, the CR of a monster indicates a decent fight for 4 characters of that level. I.E. A CR 4 monster would be a good fight for 4 4th level PC's. Solo monsters die really easily in 5th edition when fighting a group, and the same would apply to solo characters. The CR doesn't matter as much when there is an imbalance in the number of actions per round.

If it were me...
1) Do we really want to play D&D? There are many other game systems that are far more favorable to single player play.
2) Maybe have the player play more than one character. You tend to lose a lot of the role play element, but it would be far more survivable.
3) If neither of those are acceptable. I would double the players HP's and allow him to act twice around, one at his initiative and again at half his initiative. These would represent his 'Hero' status. I would also stick him with an NPC or two.
 

Thank you for the input! Originally there was a lot more people available to play when I went out and bought the materials, but people moved, got jobs, etc. That being said, I'm already invested and intent on playing this with my friend, even if I am going to have to edit many things. I'm also thinking of straying at least a little from some of the combat heavy parts in favor of more role play and exploration aspects. I very well might have to have the player start out with higher health, among other things. But I do feel there must be a way to smoothly run things with one player, even in a campaign like Out of the Abyss.
 

Here's what I do to run D&D with less players than one might typically expect given the game being design for multi-player parties:

1) Don't expect a single character to be able to perform as an entire party, not even at significantly higher level than the party would be - this means giving the PC some "helpers', using very few monsters and of CR significantly lower (at least 2) than the PC's level that can't be reasoned with or avoided to defeat the challenge they present, or a mix of the two - and sticking to scenarios that the character is designed to do well in, rather than having 1 character need to do everything a "normal party" would do.

...and that's it.
 

Giving the player a very high initiative and changing the system where they get to go between each enemy's turn,instead of the player going then ALL the monsters going.
If you're willing to make adjustments like this, you'll probably pull it off. What you've done there is eliminated most of the 'action economy' problems with PCs being outnumbered. Goes to show you that sometimes a fresh pair of eyes will see solutions to problems experienced experts dismiss as insoluble.

what CR in the Monster Manual should I be looking for when reskinning monsters, and what would be the recommended amount of monsters to throw at them per encounter? I plan to have the player start at level 1,
Level makes a big difference to your hps, not quite so big a difference to what you can accomplish. Even if you were running a normal-size party, I'd suggest starting at 3rd. In this case, you might want to start at 5th. With only one player, you can afford to go into great depth with his character and there won't be 5 others waiting impatiently for him to finish his turn.

A lone 5th level PC might very well be able to handle going through an adventure meant for a party, starting at 1st. Especially with the sorts of major adjustments you're thinking about making. If it turns out it's too easy, just hold off on him leveling up until he starts to notice the challenge.
 

I happen to be running a singleplayer campaign for my wife, so I feel qualified to offer some input.

First of all, I don't think every class is equally equipped to be a fun singleplayer PC, or at best each class requires a different type of gameplay focus to be enjoyable. A Fighter would probably be the all-around best choice due to its durability, high damage output, and being short rest-focused rather than long rest-focused. A Rogue, like what my wife plays, would do very poorly in a conventional dungeon crawl game (except maybe a Swashbuckler Rogue, since they work well solo by design), but is great for a game focused on exploration, social interaction, and skill challenges.

As such, a lot of advice depends on which class your player is going to play. If he plays a class that is less independently durable in combat, you might have to put in time to alter encounters to have different methods of resolving them, which requires you to think of something that is as interesting and fun as combat, without relying on combat.

As far as optional rules, here are the ones I use, and whether I recommend them:
  • Inspiration can be used to reroll after seeing the result (see DMG pg. 240, under "Heroism"). This helps a lot with survivability. And give your player Inspiration for doing anything cool/clever or for playing to his character's traits, especially negative ones. The fewer players you have, the more you can focus on individual character development and that character's "arc" and inner conflicts.
  • Average damage instead of rolling damage for monsters. This prevents unexpected damage spikes that can suddenly take out a PC, which is fine in a normal-sized group but puts the brakes on the fun in a solo party. If you don't mind more risk, you can still do critical hits by rolling the damage dice associated with a normal hit and then adding the average damage (per DMG p. 248, "Monsters and Critical Hits")
  • Hero points (DMG p. 264). I actually don't use this one right now, but I might choose to later. Should help your single player be more durable in combat and solve more challenges on his own, since he won't have as much variety in skill proficiencies as a full party.
  • Healing surges (DMG p. 266). This rule is designed for parties with little or no healing magic. The PC regains all Hit Dice after a long rest, so he won't be forced to take a day or more off of adventuring because of a battle turning against him and making him use all of his Hit Dice. You should probably go with the suggestion of letting the PC use this option as a bonus action rather than his full action (I let my player do it as a bonus action, and battle still gets very intense)
  • Rest variants (DMG p. 267). I use "gritty realism" because it fits the style of campaign (interpersonal intrigue and gradual buildup of the PC's influence over time), but you might consider using "epic heroism" instead. If you use this variant and run a pre-written campaign as written, then the PC should be able to survive more encounters per day. If you are running your own campaign and using the default guideline for encounters per short and long rest, it doesn't matter which variant you use because the math will work out the same.
  • Initiative variants (DMG p. 271). If you only have one player, then using a fiddly variant like "speed factor" won't slow things down too much and makes combat more tactical, which is helpful when you only have one PC and a small number of enemies. I don't use this, but I've thought about it.
  • Cleaving through creatures (DMG p. 272). This lets you use more, weaker monsters without totally screwing over your player, since he can kill multiple enemies in one attack (helping with the action economy problems).
  • Lingering injuries (DMG p. 272). Consider rolling on this table when your player gets to 0 HP. Instead of dying, he is knocked unconscious and taken prisoner or left for dead, but he wakes up 1d4 hours later with 1 HP and a lingering injury from the table.
  • Massive damage (DMG p. 273). Very helpful for PCs that deal a lot of damage but are more fragile (such as "alpha strikers" like Rogues. I chose this one in particular because she plays an Assassin Rogue, but by default it's very hard for an Assassin to actually assassinate anyone with how HP increases with enemy CR). I apply it selectively, so I don't usually make the player make system shock rolls (not that it usually comes up, since enemies don't usually cause enough damage compared to a PC's max HP), nor do I have solo "boss" enemies roll for system shock.
  • Morale (DMG p. 273). I haven't used this much, but it can be useful for letting you still have combat with multiple enemies but letting the player "win" by doing things other than killing every single enemy, such as targeting a group's leader or injuring the enemies enough to make them run away rather than fighting to the death.

I hope those suggestions help. I really don't think you need to make such drastic houserules as letting the PC get 4 turns per round, since there are already small tweaks you can make that make a single PC much more heroic and formidable in the face of multiple opponents.

As far as the suggestions to add NPC party members, I have had a lot of success with that in my campaign. You can treat the campaign like a story-focused RPG like Neverwinter Nights or Mass Effect, where the player has access to take one of several interesting pre-generated party members wherever he goes. Even adding a single extra PC of the same level allows the player to fight much more difficult encounters than he would otherwise. It helps to make the NPCs complementary to the PC: if he's a Rogue, give him some Fighter, Paladin, or Barbarian NPCs to choose from to help draw enemy attacks while he uses their presence to get Sneak Attack; if he's a Fighter, give him a Cleric or Druid to heal and buff him.

You should try to keep the NPCs simple so that the player can switch between them easily without having to thoroughly learn the ins and outs of each class: for a Fighter, make it a Champion or pick a Battlemaster with a few easy to remember maneuvers; if you must do a spellcaster, give him a few simple spells that he always prepares, instead of making the player pick the NPC's spells from a huge list every day.

Sometimes I feel like giving the player an NPC party member is "cheating," since it's not really a solo campaign then, but so far my player has really enjoyed the NPCs, both in their personalities and in how much they help her survive in combat. And they aren't always a benefit: if the battle suddenly goes south, the PC can't just turn tail and run, using a high stealth check to escape, if he has an unconscious or unstealthy party member slowing him down.

Basically, a solo campaign is a perfect opportunity to focus on the parts of an RPG that recede into the background with a larger party (thematic development, narrative character growth and story hooks), and it doesn't have to be boring because there are so many ways to still have exciting combat. I hope these suggestions help!
 

I think your idea for a solo OotA campaign is doable. I am currently running five 3rd level characters through the prison escape scene in Velkynvelve and can confirm that the lack of lighting is hard on characters without darkvision, the party's lack of equipment (confiscated by their drow captors) is particularly hard on the spellcasters, who without a focus or material components are limited to spells with verbal and somatic components (and those only once they are out of the cell), and the lack of maneuvering space on narrow bridges and ledges has lent an interestng complexity to combat.

Of the ideas in this thread, I like your thought to have the character in your game have a high init and go after each foe. Smart thinking. If you plan to run the opening sequence, you might want to dream up ways to aid the character with the darkness, equipment, and lack of maneuverability (admittedly, less an issue when there's only one character).

Also, beware the quaggoths. They are only CR 2, but have 45 hp and multiattack; they are dangerous to a low-level party. A solo character should not be lower than 4th level when doing the opening sequence, IMO.

I've enjoyed having a player cameo as Jorlan, Ilvara's disfranchised ex-lover. Including Jorlan as part-time help has lent an air of subterfuge to the adventure that blends in nicely with the hardcover's suggestion that Jorlan have it out for Ilvara.
 

Consider giving the player a party to control, instead of a single character.

My girlfriend cannot handle DnD well in a group because of social anxiety, so I am helping her out by running a dungeon I created as part of another campaign. She is playing a Level 3 Druid (I agree with most people that level 3 is the best place to begin over 1st level) but I gave her a pair of "cohorts" to control. Because she loves cats and is playing a Druid, I gave her a level 3 Panther Rogue and a Level 3 Tigress Barbarian who could speak to her. This gave her access to a party setting, as well as skills she might be missing on her own character, without forcing her to "control" an entire party.

If she wishes to do an action, such as checking for traps, I would offer up assistance of which character would be best to do it and occasionally help her out with combat when she is unaware of rules (such as how to get a rogue to sneak attack) but ultimately she is doing well controlling her Druid with 2 Kitty cohorts functioning as the rest of the party.
 

Another option is have different NPC built come and go depending on where you are at in the Campaign and what help they may need I do not have the Abyss (I run my own world) but an example: you are in a dungeon have them meet a cleric or something trying to find their way out or looking for an item and they team up for that duration.
 

80% of my gaming is single player single character adventures. They are great and there are really no balance concerns. It is really easy for the DM to adjust the plot around one character, combats are not too hard to gauge with a little experience. Balance stops being such an issue with only one player. You can make sure they are well equipped, give them extra feats or stat increases etc without worrying about it affecting balance.

My suggestion would be not to change mechanics, or add in video game style respawning without good reason. Try it and see how it goes. 1 PC games tend to be more sociable and RP orientated anyway.

As a PC it is great since you are playing through your characters story, not some generic story that your PC happens to be a part of.

In one adventure we ran, the PC was a revenant, whenever they died they awoke a few days later and clawed their way out of their grave, or even awoke in a new body entirely. This was problematic of course, as they would often lose their gear, fail their mission, or have no idea where they are etc. It gave a death consequence without having to end the adventure and fit the genre of the adventure very thematically.

The PCs that work best in single player campaigns are the ones with social and stealth skills. People that try and use brute force to solve problems either die quickly, or make the DM tone down the threats, which is rather un-epic.
 

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