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Solo Players - All Alone
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<blockquote data-quote="Quickleaf" data-source="post: 3027974" data-attributes="member: 20323"><p>Good suggestions so far, though I'll stress that you <strong>cannot</strong> kill the protagonist (unless it's an intrinsic part of the storyline and your player has a heads up). If the protagonist is defeated at one point, have the enemy take him captive. It's OK for the protagonist to feel personally invulnerable during a solo game - he's the star of the show and knows his character is not going to die. However, the character's cause and loved ones have no such invulnerability - stress the importance of both of these in the game. </p><p></p><p>Knowing your player's style of play is essential, and pander to it at every opportunity. If the player is both a tactician and method actor give him plenty of combats in exotic locations and opportunities to role-play with strong personalities (allies and enemies alike). </p><p></p><p>I'll also say that solo games move fast and you may outpace your adventure notes. However, you have the advantage of knowing the player and his character, and you'll be better able to predict a likely course of events. I'd suggest writing adventures in outline format, but make them about 50-100% longer than your typical adventures. Always ask "Ok, what happens after this bad guy is defenestrated?"</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 3027974, member: 20323"] Good suggestions so far, though I'll stress that you [b]cannot[/b] kill the protagonist (unless it's an intrinsic part of the storyline and your player has a heads up). If the protagonist is defeated at one point, have the enemy take him captive. It's OK for the protagonist to feel personally invulnerable during a solo game - he's the star of the show and knows his character is not going to die. However, the character's cause and loved ones have no such invulnerability - stress the importance of both of these in the game. Knowing your player's style of play is essential, and pander to it at every opportunity. If the player is both a tactician and method actor give him plenty of combats in exotic locations and opportunities to role-play with strong personalities (allies and enemies alike). I'll also say that solo games move fast and you may outpace your adventure notes. However, you have the advantage of knowing the player and his character, and you'll be better able to predict a likely course of events. I'd suggest writing adventures in outline format, but make them about 50-100% longer than your typical adventures. Always ask "Ok, what happens after this bad guy is defenestrated?" [/QUOTE]
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