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Thread: Solo Campaign

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    Pixie in the Playground
     
    OldWizardGuy

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    Dec 2009

    Default Solo Campaign

    I'm trying to figure out how to make a solo campaign for my bro. I'm currently using the Pathfinder core rulebook and bestiary. Any tips would be helpful. Thanks and advance.

  2. - Top - End - #2
    Halfling in the Playground
     
    NecromancerGuy

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    Apr 2007

    Default Re: Solo Campaign

    If he's interested in playing a thief type, you can shrink the scope and have him do a sort of solo banditry of a city. Starting with his initial life as a poor pick pocket to legendary thief. If he gets creative he can get involved in theif guild politics or even start his own thief guild stuff.
    Last edited by Skeletor; 2009-12-10 at 09:40 PM.

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    Colossus in the Playground
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    Default Re: Solo Campaign

    Well, class is gonna be big. Few classes can solo traditional campaigns (pretty much Clerics, Druids, Wizards and maybe Sorcerers and Rogues), but each class offers some options not normally available when soloed.

    A Thieves'/Assassins' Guild game could be extremely interesting for Rogue, Bard or Ranger and some manner of Mages' Guild-game could be likewise interesting for Sorcerers and Wizards.

    Overall, playing classes in their logical professions instead of adventurers (but in active role as enforcers or the like to still keep the D&D feel in it) could make for a very nice solo campaign. Though especially a Druid or a Cleric can be a one-man adventuring party so if you want a traditional game, that's a good plan.


    Also, Gestalt and Leadership are things to consider; when you're alone, having a cohort to handle the "other side" and having two-class progression to cover multiple things really helps.
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    Edwin's Avatar

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    Default Re: Solo Campaign

    Another big thing about doing a Solo adventure is the opportunities the PC has, something he wouldn't normally be able to do when in a group.

    When one PC is running a guild, to use a crude example, the other players will rarely find the duties the guildmaster administers as fun as the guildmaster himself.

    But, as I said, that's very crude. Your PC can get possession of an airship, lead an army, be a dragon, search ancient dungeons for powerful spellbooks, you name it.

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    Bugbear in the Playground
     
    SwashbucklerGuy

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    Default Re: Solo Campaign

    Listen to all advice given so far, but remember that encounters have to be easier, CR is figured for a four man team. Something to remember.

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    Troll in the Playground
     
    Koury's Avatar

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    Default Re: Solo Campaign

    Speaking of CRs, traps can be good for XP, if you let them award them.

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    Ogre in the Playground
     
    crimson77's Avatar

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    Default Re: Solo Campaign

    Quote Originally Posted by KingVic View Post
    I'm trying to figure out how to make a solo campaign for my bro. I'm currently using the Pathfinder core rulebook and bestiary. Any tips would be helpful. Thanks and advance.
    If you are new to DMing or your brother is new to D&D then I would suggest you play a fighter NPC that is traveling with your brother. The fighter is there to help him overcome too strong of monsters for a single character.

    I also really like the idea presented by Eldariel, a thief campaign can be very fun for a single player. If this is his first game then just roll up a balanced 1st level thief for him. This way you do not detract from his enjoyment by having him spend an hour(s) learning how to make a character.

    Another option would be to run him through a tutorial on how to do things, like they do in many video games. You could have the thieves guild have a practice mission for him where he would have to use some skill checks, some fighting, grappling, etc. They could even catch him sometimes and make him do things over (e.g., if he failed a hide check).

    Just my two cp
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  8. - Top - End - #8
    Pixie in the Playground
     
    OldWizardGuy

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    Default Re: Solo Campaign

    This isn't my bro's or my first time playing but were fairly new (but i know all the rules by having read the player's handbook twice. now all I'm missing is reading the new pathfinder rules).

    My brother usually likes to play warrior type characters but maybe i could convince him to be a rogue (or ranger since it's pretty close to being a warrior/rogue).

    btw i really like your ideas crimson77 and Eldariel gestalt and a quick in game tutorial to get some fast xp (and teach him to do other things than roll a die for a normal hit)

    Also, if anybody has any, i need some tips for converting a normal adventure from pathfinder (4 to 6 players) to a solo one (1 to 2 players)

    just a site note but is there a way to convert pathfinder adventures to the new pathfinder core rulebook rules?
    Last edited by KingVic; 2009-12-10 at 10:26 PM.

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    Bugbear in the Playground
     
    BooNL's Avatar

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    Default Re: Solo Campaign

    Honestly, I'd ask your brother what he wants to play. Then you create a campaign based on that.
    Do not 'force' a class on him because you have a campaign idea. Let him take the first step.

    This is the biggest difference between solo and party play. In a party you're accomodating to 3-8 players, in a solo you're accomodating only 1.

    That said, gestalt is an excellent suggestion. Also, starting a bit higher than 1st level is recommended, as extra option are always nice. Lastly, warrior types are fine and all, but most of them do not have any abilities beyond combat.


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  10. - Top - End - #10
    Banned
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    Default Re: Solo Campaign

    Regardless of what he chooses to play, never have him fight multiple creatures that are near his CR, at least until he has around 5 HD. Have him fight 4 weak goblins (give them crude equipment, disease affliction, etc), or one level 1 human warrior at level 1.

    Balance is far less important, too. He can get exposed to all sorts of magic that lets him do cool things. Maybe he gets the ability to shadow jump 10 feet/day at level 3, despite being a rogue1/paladin2. Or he gets a small repertoire of sorcerer spells, even though he's a fighter. You could even let him acquire a template or something later on, without having to worry about LA.

    Don't be afraid to award him bonus skill points, letting him get access to more skills, feats, etc.

  11. - Top - End - #11
    Ogre in the Playground
     
    crimson77's Avatar

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    Default Re: Solo Campaign

    Quote Originally Posted by KingVic View Post
    Also, if anybody has any, i need some tips for converting a normal adventure from pathfinder (4 to 6 players) to a solo one (1 to 2 players)
    I would suggest not converting an adventure to a solo one. This will take you just as long as writing up a new adventure. Additionally, things will get kind of lost in the translation because most adventures are based around one player's strengths balancing anothers' weakness. One character will have many faults.

    You could either give him more characters to play, but this will most likely result in him getting fatigued from trying to remember everything. You could increase his level to account for only one player but this will unbalance the adventure.

    One option would be looking for another adventure that is designed for solo play.

    One thing that I will typically do with solo games is just ask the character, so what do you do? Then I will react to the player's decisions and before long we have an adventure brewing. However, you have to be good thinking on your feet.
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  12. - Top - End - #12
    Pixie in the Playground
     
    OldWizardGuy

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    Default Re: Solo Campaign

    Quote Originally Posted by crimson77 View Post

    One option would be looking for another adventure that is designed for solo play..
    I've seen a few of those for 2nd edition but never for third/pathfinder edition. Do you guys know any?

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