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Soloing D&D Games?
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<blockquote data-quote="SnowDog" data-source="post: 1100379" data-attributes="member: 2225"><p>I GM'd a one-on-one for some time. It was a challenging way to play but it had its rewards. I would not choose to do it again, but we had some fun anyway.</p><p></p><p>My advice runs a bit counter to other folks here, actually. Don't worry about which character class, or combat being too lethal. You are the GM and you can adapt everything to make it work so that whatever character the player wants to develop can become the star of the story.</p><p></p><p>That was I think the biggest reward of playing solo -- we really got to take the gloves off a bit in terms of making a really heroic and epic story. In a traditional game, if one player out of four has a character who is an ancient god reincarnated, or discovers a really cool power that manifests itself in odd ways, it can disrupt the game quite a bit. When there's only one player, all those concerns go away. You can really develop that single character in exciting ways that fit some fantasy story archetypes that are really difficult to match in a group setting.</p><p></p><p>The difficulty is that there is no margin for error. In a group game, characters converse among themselves. The GM can listen to the group talk about what to do and realizing, "Whoa, if they do that, my plan for blah-blah-blah is ruined, let me think about how to fix that." Likewise, while the GM is talking with Player A, Players B, C, and D are all thinking about the game and what to do with their characters. This is lost in the solo game. You must be always "on" with the other participant. You have to either be really quick on your feet or not mind telling your player, "Hold off a minute, I need to look at some notes and jot some stuff down. Let's take a quick break."</p><p></p><p>I ran a solo game for my friend for several months. The story was cool; we adapted the character and the game through two different game systems. In the end, however, we both realized we craved the bigger interaction of a group and set about trying to find one. The ideas I had for the culmination of the campaign still drift around in my head, though. It's too bad they'll probably never see the light of day....</p></blockquote><p></p>
[QUOTE="SnowDog, post: 1100379, member: 2225"] I GM'd a one-on-one for some time. It was a challenging way to play but it had its rewards. I would not choose to do it again, but we had some fun anyway. My advice runs a bit counter to other folks here, actually. Don't worry about which character class, or combat being too lethal. You are the GM and you can adapt everything to make it work so that whatever character the player wants to develop can become the star of the story. That was I think the biggest reward of playing solo -- we really got to take the gloves off a bit in terms of making a really heroic and epic story. In a traditional game, if one player out of four has a character who is an ancient god reincarnated, or discovers a really cool power that manifests itself in odd ways, it can disrupt the game quite a bit. When there's only one player, all those concerns go away. You can really develop that single character in exciting ways that fit some fantasy story archetypes that are really difficult to match in a group setting. The difficulty is that there is no margin for error. In a group game, characters converse among themselves. The GM can listen to the group talk about what to do and realizing, "Whoa, if they do that, my plan for blah-blah-blah is ruined, let me think about how to fix that." Likewise, while the GM is talking with Player A, Players B, C, and D are all thinking about the game and what to do with their characters. This is lost in the solo game. You must be always "on" with the other participant. You have to either be really quick on your feet or not mind telling your player, "Hold off a minute, I need to look at some notes and jot some stuff down. Let's take a quick break." I ran a solo game for my friend for several months. The story was cool; we adapted the character and the game through two different game systems. In the end, however, we both realized we craved the bigger interaction of a group and set about trying to find one. The ideas I had for the culmination of the campaign still drift around in my head, though. It's too bad they'll probably never see the light of day.... [/QUOTE]
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