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<blockquote data-quote="Rob Toth" data-source="post: 3825827" data-attributes="member: 42451"><p>A great question and great suggestions so far. My two cents: Some of the best times I've ever had gaming came in a solo <em>James Bond</em> campaign. The rule set was a perfect match for the movies and novels, which is to say, adventures where a lone hero can pull off superhuman stunts, fight oddball bad guys, be an expert in everything (including zee art of love) and save the world single-handed. I think you could duplicate that experience in lots of existing game systems, but you would have to let the hero be a "hero"--somebody who's far above everyday folks in terms of abilities. And that approach wouldn't fit into every RPG. Maybe <em>Conan</em>, say, but not necessarily <em>A Game of Thrones</em>.</p><p></p><p>In terms of actual mechanics, you might just start the character at an advanced level (in a d20 game) or provide a bunch more points at creation (in GURPS, for instance). For in-game stuff, action points could give the charcter a heroic edge. And you might shift the expectations of adventures. Returning to the <em>Bond</em> game, for instance, it was explicitly spelled out in the rules that characters shouldn't be afraid to get captured by the big villain; in the spirit of the books and movies, capture was a way to find out vital information, and there'd always be a chance of escape. So there might need to be an agreement between the GM and player about the tone of the game and how dangerous situations would be handled.</p><p></p><p>Going back to 007 one last time, it definitely helped that my GM and I were rabid fans of the series and generally had the same sensibilities and sense of humor. A good relationship between players and GMs is always important; in a solo game, it's critical.</p><p></p><p>Hope this helps!</p><p></p><p>Take care,</p><p>Rob</p></blockquote><p></p>
[QUOTE="Rob Toth, post: 3825827, member: 42451"] A great question and great suggestions so far. My two cents: Some of the best times I've ever had gaming came in a solo [I]James Bond[/I] campaign. The rule set was a perfect match for the movies and novels, which is to say, adventures where a lone hero can pull off superhuman stunts, fight oddball bad guys, be an expert in everything (including zee art of love) and save the world single-handed. I think you could duplicate that experience in lots of existing game systems, but you would have to let the hero be a "hero"--somebody who's far above everyday folks in terms of abilities. And that approach wouldn't fit into every RPG. Maybe [I]Conan[/I], say, but not necessarily [I]A Game of Thrones[/I]. In terms of actual mechanics, you might just start the character at an advanced level (in a d20 game) or provide a bunch more points at creation (in GURPS, for instance). For in-game stuff, action points could give the charcter a heroic edge. And you might shift the expectations of adventures. Returning to the [I]Bond[/I] game, for instance, it was explicitly spelled out in the rules that characters shouldn't be afraid to get captured by the big villain; in the spirit of the books and movies, capture was a way to find out vital information, and there'd always be a chance of escape. So there might need to be an agreement between the GM and player about the tone of the game and how dangerous situations would be handled. Going back to 007 one last time, it definitely helped that my GM and I were rabid fans of the series and generally had the same sensibilities and sense of humor. A good relationship between players and GMs is always important; in a solo game, it's critical. Hope this helps! Take care, Rob [/QUOTE]
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