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<blockquote data-quote="DimitriX" data-source="post: 4783842" data-attributes="member: 63781"><p>I've played in a couple of solo games. Both of the games were in homebrew settings and one was with a homebrew game system. This really helps because the games were essentially 'sand boxes' in that I had a character that was given pretty much free rein to do whatever I wanted. The best game was where I was a new initiate into a secret society and was given some start up money and set in an urban setting and told to gather information and send it back to the society. I was allowed to roleplay freely because I didn't have to worry about what other players wanted to do. The DM could let me generate my own adventures or give me missions to accomplish. The hard part was that I had to come up with all of the ideas on my own. But, to have a successful solo campaign, then I think the DM has to really know the insides of the campaign setting and be able to improvise well if the player decides to go down a certain path. But, the burden is also on the player to have a character with enough depth that they can be proactive in their own motivations.</p><p></p><p>In 4e, I'm not sure how well a solo campaign would run. 4e emphasizes a lot more party cohesion and relying on the specialities of the other classes/roles. So, if you are considering running a game in 4e, then I would suggest giving the character more skills to be trained in, focusing more on skill challenges, and keeping combat to a minimum. But, my real suggestion would be to go back to a 3.X edition for a solo game.</p></blockquote><p></p>
[QUOTE="DimitriX, post: 4783842, member: 63781"] I've played in a couple of solo games. Both of the games were in homebrew settings and one was with a homebrew game system. This really helps because the games were essentially 'sand boxes' in that I had a character that was given pretty much free rein to do whatever I wanted. The best game was where I was a new initiate into a secret society and was given some start up money and set in an urban setting and told to gather information and send it back to the society. I was allowed to roleplay freely because I didn't have to worry about what other players wanted to do. The DM could let me generate my own adventures or give me missions to accomplish. The hard part was that I had to come up with all of the ideas on my own. But, to have a successful solo campaign, then I think the DM has to really know the insides of the campaign setting and be able to improvise well if the player decides to go down a certain path. But, the burden is also on the player to have a character with enough depth that they can be proactive in their own motivations. In 4e, I'm not sure how well a solo campaign would run. 4e emphasizes a lot more party cohesion and relying on the specialities of the other classes/roles. So, if you are considering running a game in 4e, then I would suggest giving the character more skills to be trained in, focusing more on skill challenges, and keeping combat to a minimum. But, my real suggestion would be to go back to a 3.X edition for a solo game. [/QUOTE]
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