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    Ogre in the Playground
     
    OrcBarbarianGirl

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    Default Tips for solos and similar?

    Does anyone know of a source of advice for very small or single person groups, regarding how to GM for them?
    "We were once so close to heaven, Peter came out and gave us medals declaring us 'The nicest of the damned'.."
    - They Might Be Giants, "Road Movie To Berlin"

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    Titan in the Playground
     
    Knaight's Avatar

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    Default Re: Tips for solos and similar?

    Quote Originally Posted by JusticeZero View Post
    Does anyone know of a source of advice for very small or single person groups, regarding how to GM for them?
    I haven't seen much in the way of gathered advice. That said:

    1 Player: You absolutely need a well characterized, interesting protagonist. Be more willing to have temporary NPC allies, but avoid DMPCs. I find that character centered stories work well here, whereas dungeon crawls and the like are substantially more difficult.

    2 Players: Two player groups are a bit different than larger ones. The biggest change is that there's the whole possibility of partners - genres that favor partners over groups are suddenly much more viable. As far as character dynamics go, it often helps to have two characters with similar goals and fairly different approaches that together comprise an archetype about partners.

    3 Players: Groups of 3 basically handle the same way as larger groups, except for everything is a bit easier. I wouldn't worry about them, and personally consider it the ideal group size.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

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    Halfling in the Playground
     
    WrathMage's Avatar

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    Default Re: Tips for solos and similar?

    Quote Originally Posted by JusticeZero View Post
    Does anyone know of a source of advice for very small or single person groups, regarding how to GM for them?
    See I am in the same situation. I am about to start my first ever solo game after more than twenty years of running for groups, and I am eager to hear of others experiences running solo, especially D&D (i'm about to run an Eberron game in Sharn that focusses on a P.I type of character).

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    Bugbear in the Playground
     
    GungHo's Avatar

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    Default Re: Tips for solos and similar?

    Quote Originally Posted by Knaight View Post
    2 Players: Two player groups are a bit different than larger ones. The biggest change is that there's the whole possibility of partners - genres that favor partners over groups are suddenly much more viable. As far as character dynamics go, it often helps to have two characters with similar goals and fairly different approaches that together comprise an archetype about partners.
    Buddy cop games are great, no matter the genre. And as the DM, you get to play the screaming captain. "DO YOU KNOW HOW MUCH THAT FIREBALL COST THIS CITY?!?"

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    Titan in the Playground
     
    Flumph

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    Default Re: Tips for solos and similar?

    Remember to adjust encounters to fit a 1-person group instead of 4+. Almost every solo oneshot my brother ran for me (across several systems) has ended in my character being one-shotted by the first enemy encountered.

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    Titan in the Playground
     
    Knaight's Avatar

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    Default Re: Tips for solos and similar?

    Quote Originally Posted by GungHo View Post
    Buddy cop games are great, no matter the genre. And as the DM, you get to play the screaming captain. "DO YOU KNOW HOW MUCH THAT FIREBALL COST THIS CITY?!?"
    I'd also include noir style games and the like with things that feature partners, but I can't disagree with this at all.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

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    Orc in the Playground
     
    PaladinGuy

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    Default Re: Tips for solos and similar?

    1 player games are great for:
    - character backstories, especially beginner players
    - detective/mystery stories, especially for experienced players

    2 player games are great for the "buddy cop" or "odd couple" dynamic. And Knaight said very well how to achieve this "common goals, different approaches".

    In small player games it might be possible to allow players more worldbuilding power, i.e. have them make NPC/scene descriptions to build the story with you (if you're good enough to improvise along with them and trust them not to introduce anything gamebreaking).

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    Ettin in the Playground
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    Default Re: Tips for solos and similar?

    Quote Originally Posted by Knaight View Post
    1 Player: You absolutely need a well characterized, interesting protagonist. Be more willing to have temporary NPC allies, but avoid DMPCs. I find that character centered stories work well here, whereas dungeon crawls and the like are substantially more difficult.
    *sigh*
    Say it with me: There's nothing wrong with DMPCs per se. I've played and run several one-on-one games with DMPCs and they've always been fun characters.
    The important thing to remember is it's the PC who's the star of the show and should call the shots and make the important decisions and be the focus of NPC interaction. DMPCs are a wonderful tool for both the player and DM. Sometimes as a player you are just stuck and can't think of a way out: the DMPC can give suggestions. It relieves a lot of tension and frustration in the game. As a GM, you have a perfect object for lots of intense roleplaying, which helps the player and the PC get tied to the game.

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    Bugbear in the Playground
     
    PirateGirl

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    Dec 2013

    Default Re: Tips for solos and similar?

    I don't even get what a dmpc is. Any npc that hangs around the party can accomplish multiple things that contribute to smoothing the game flow. They can...
    1) Fill a crucial party role not supplied by the players.
    2) Provide hints for puzzles that the players can't seem to work out.
    3) Suggest alternative solutions for a problem that the players haven't thought of but have been planned for.
    4) Perform tasks or duties that generally aren't going to be that interesting, like guarding the party's stuff at the entrance to a dungeon.

    As for the tips for a solo game: be very careful what challenges you give your player. At early levels a defeat by an enemy is pretty likely, so try to come up with enemies which would rather do something with a prisoner, rather than just kill a helpless PC.

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    Titan in the Playground
     
    TuggyNE's Avatar

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    Default Re: Tips for solos and similar?

    Quote Originally Posted by BeerMug Paladin View Post
    I don't even get what a dmpc is.
    This might help clear up the different varieties.
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

    Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity

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    Default Re: Tips for solos and similar?

    Quote Originally Posted by Knaight View Post
    Be more willing to have temporary NPC allies, but avoid DMPCs.
    Wow, I must be a terrible DM.
    Well my players did whinge about it when I threw a CR30 enemy at them while they were level 2.

    Two players, I run it with several DMPCs who are all as competent as the PCs are. There are a few gods who are far more powerful than they could hope to be for some time, but they're going to go away, forever.
    Leaving their portfolios open to some of the DMPCs to fill, canonically speaking. I hope my players break canon. Kinda hope they don't. I just had to let them visit the past.

    Each DMPC has just as much importance to the(ir) story as the PCs, it's just that, I'm following the PCs' story, in which the DMPCs are merely extras. In the overall story, the PCs haven't done as much as all the DMPCs, but there's two of them.
    I have over a dozen DMPCs doing stuff, all while the PCs are off doing their thing.


    Yo TuggyNE, there was no agreement to my having DMPCs, but they don't force the PCs to let them tag along and they're as powerful as the PCs. Where are they on the table.

  12. - Top - End - #12
    Titan in the Playground
     
    TuggyNE's Avatar

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    Default Re: Tips for solos and similar?

    Quote Originally Posted by Threadnaught View Post
    Yo TuggyNE, there was no agreement to my having DMPCs, but they don't force the PCs to let them tag along and they're as powerful as the PCs. Where are they on the table.
    GM's-PCs. Partial OOC agreement (if only tacitly, by not asking you to get rid of them), some IC agreement (again, if only tacitly by not getting kicked out); power, agency, plot focus, party member, and role are all self-explanatory.

    Since they're not being passed off as "totally an NPC you guys!" then they're not S-GM's-PCs.
    Last edited by TuggyNE; 2014-01-17 at 10:13 PM. Reason: Clarification
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

    Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity

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    Troll in the Playground
     
    madtinker's Avatar

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    Default Re: Tips for solos and similar?

    Both of the games I'm running in my sig started as solo games. One thing that I think helps is having friendly npc's nearby that have a plausible reason to come save the PC's at early levels, once I had the PC's horse jump into the fray. Another idea is to let your players use the rules for gestsalt characters, which slightly increases their power level. I usually make the npc's of same or lower level and a deliberatly sub-optimal. In one game I'm experimenting with an npc 2 levels higher than the pc, but there's a good in-game reason for him to be there, and the pc isn't tied to the npc in any way.

    So, generally I really like single player games because it let's me tailor the game to that person's style. Just be ready to adjust enemy power on the fly so as not to overpower the pc too early.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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