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What to play in a single-player campaign?
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<blockquote data-quote="DSC-EricPrice" data-source="post: 640755" data-attributes="member: 2110"><p>This is a subject near and dear to my heart. So much so that I have a sourcebook designed to cover it more than 42 pages of raw text done. The book is called All of Nothing </p><p></p><p><begin getting off topic for 1st time></p><p></p><p>BTW I need cover art for this if anyone is listening or thinks they know of a piece that would work well.</p><p></p><p><end getting off topic for 1st time></p><p></p><p>Solo adventuring is something that happens to everyone now and again. Sometimes, its just about fleshing out a background for a single character in a regular campaign. Sometimes its about letting a character play catch up because he got level drained. And then sometimes its just because you only have two people to play. I distinctly remember playing many a solo adventure when I was in the 6th grade (circa 1984), and despite that fact that I was a wizard, I kicked butt. Why? Well, for one I played smart. For two my DM let me find a pair of gauntlets of ogre power early on. Lifesavers I tell you. I still remember that gelatinous cube I killed single-handedly.</p><p></p><p>The point is, the DM is ultimately responsible for ensuring the player has fun. Lets face it, if the player DOESNT have fun, he'll go somewhere else. For that reason the DM needs to be intimately familiar with the player AND his character AND he needs to design adventures around what that character can do. Is every obstacle going to be solvable by the solo adventurer? Not likely, though some are more easily solved than others. By all means the DM should feel free to augment the character with NPCs from time to time. I even recommend a one-off roleplay of an entirely different character as the NPC in some situations just because it speeds up play and makes for a more believable storyline.</p><p></p><p>I vote that the player in this case play the character type he is interested in and ask the DM to make the combo work. Writing and running adventures for solo adventures is extremely difficult (for a number of reasons, get the book when it comes out to learn more). It becomes even MORE difficult when the solo adventures will span an entire campaign. </p><p></p><p>I remain firmly convinced that EVERY class and combination in the 3E PH is a valid one for solo adventuring. In just a couple more months, I'll even prove it. That said, play what you want, but play within class and race's limitations.</p></blockquote><p></p>
[QUOTE="DSC-EricPrice, post: 640755, member: 2110"] This is a subject near and dear to my heart. So much so that I have a sourcebook designed to cover it more than 42 pages of raw text done. The book is called All of Nothing <begin getting off topic for 1st time> BTW I need cover art for this if anyone is listening or thinks they know of a piece that would work well. <end getting off topic for 1st time> Solo adventuring is something that happens to everyone now and again. Sometimes, its just about fleshing out a background for a single character in a regular campaign. Sometimes its about letting a character play catch up because he got level drained. And then sometimes its just because you only have two people to play. I distinctly remember playing many a solo adventure when I was in the 6th grade (circa 1984), and despite that fact that I was a wizard, I kicked butt. Why? Well, for one I played smart. For two my DM let me find a pair of gauntlets of ogre power early on. Lifesavers I tell you. I still remember that gelatinous cube I killed single-handedly. The point is, the DM is ultimately responsible for ensuring the player has fun. Lets face it, if the player DOESNT have fun, he'll go somewhere else. For that reason the DM needs to be intimately familiar with the player AND his character AND he needs to design adventures around what that character can do. Is every obstacle going to be solvable by the solo adventurer? Not likely, though some are more easily solved than others. By all means the DM should feel free to augment the character with NPCs from time to time. I even recommend a one-off roleplay of an entirely different character as the NPC in some situations just because it speeds up play and makes for a more believable storyline. I vote that the player in this case play the character type he is interested in and ask the DM to make the combo work. Writing and running adventures for solo adventures is extremely difficult (for a number of reasons, get the book when it comes out to learn more). It becomes even MORE difficult when the solo adventures will span an entire campaign. I remain firmly convinced that EVERY class and combination in the 3E PH is a valid one for solo adventuring. In just a couple more months, I'll even prove it. That said, play what you want, but play within class and race's limitations. [/QUOTE]
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