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BobSlaughter
Bob Slaughter

Wed

Nov 26
2003

00:44Z

one-on-one role-playing

My wife and I are considering a one-on-one campaign. What suggestions can you 
give or adjustments did you need to make?

For me, some systems are right out (DnD, Rolemaster), because the class system 
at first glance restricts the player from having a character with all the 
skills needed to survive solo. Is this naive, or a valid assumption?

I have plenty of other systems to choose from, so that isn't an issue.

I'm also worried that too many NPCs added to her party will steal the 
limelight from her character. Comments?

Thanks again!


-- 
Bob Slaughter, rslau@mindspring.com     http://www.mindspring.com/~rslau/
North Georgia Modurail: http://www.mindspring.com/~rslau/ngm/
In which language of the world does the word 'taxi' mean "I cannot drive"?
e'osai ko sarji la lojban fo lonu pilno -- http://www.lojban.org/


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SteveBarr
Steve Barr

Wed

Nov 26
2003

01:16Z

one-on-one role-playing

Bob Slaughter wrote:
> My wife and I are considering a one-on-one campaign. What suggestions can you 
> give or adjustments did you need to make?

Don't tie the knots too tight:
http://www.urbanlegends.com/sex/batman.html
:-)

> For me, some systems are right out (DnD, Rolemaster), because the class system 
> at first glance restricts the player from having a character with all the 
> skills needed to survive solo. Is this naive, or a valid assumption?

If you're the GM, you decide what she faces.

> I'm also worried that too many NPCs added to her party will steal the 
> limelight from her character. Comments?

Her character should be the party leader.

Steve
-- 
http://www.stevebarr.com
"Your lips should remain unmoved."
All 100% my own opinions.

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ShawnLockard
Shawn Lockard

Wed

Nov 26
2003

03:30Z

one-on-one role-playing

Obviously, the plot requirements of a one player campaign are different, but much closer to the way most movies are done. System doesn't matter alot, really, because most characters are more capable of more things at higher levels. There are exceptions to this, of coure, but there are classes in d20 (for example) that at higher levels are very resourceful. 

I would recommend against filling out a  "party" with NPC's. Having followers, even an army, can serve a plot, but having multiple NPC's that act like PC's means the GM talks alot more than usual ;) I have seen, frequently, the GM also have a "player character" in such a game, usually one that will defer to the actual player in most cases.  A few GM's don't use this technique though. 

So I would use whatever system you're comfortable with, and keep the number of "main character" NPC's to a minimum.

And use lots of funny voices ;) (Well, at least distinct ones...)

--Shawn


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TroubleInCanada
Trouble in Canada

Wed

Nov 26
2003

03:31Z

one-on-one role-playing

When it comes to running something one-on-one, the system doesn't matter, it's how you chose to run it.  You can easily run a one-on-one in D&D and just tailor the adventure to suit the character.  Your wife wants to play a thief?  Then make the adventure call for a thief.  It's the same with any system, and it's a lot easier with a one on one game than with a party game, because you only have to keep one person happy and engaged, not four or five.
 
The other thing to keep in mind is to avoid "Mary Sue".  {I'm all proud, because I just learned this term this week.  It refers to the "ideal" character.  She has unique powers, can speak all languages, is incredibly beautiful, sings like an angel, has an animal companion, is the last of her kind, blah blah blah.  This is something I'm sadly inclined to do with my NPCs.  *sigh*}  Make sure your NPCs are individuals, which you need to do even more in a solo game because there's no one else for the PC to talk to.
 
I also recommend having the player do some blue booking, which is writing about what's going on.  It allows you to see what she's most interested in pursuing.  But then, I love blue booking, so I'm always telling people to do that.
 
Another thing...  When I did one on one with my SO, I found we never made specific time for it, so it sorta died out.  {We did it with White Wolf, which I think is well designed for solo gaming as opposed to groups, but that's just me.}  I'd recommend setting a specific gaming time, like you would with a group.
 
And, as in all relationships, communication is the biggest key.  Find out what she wants, and tailor your game accordingly.
 
 


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DebAtwood
Deb Atwood

Wed

Nov 26
2003

03:47Z

one-on-one role-playing

At 07:44 PM 11/25/2003, you wrote:
>My wife and I are considering a one-on-one campaign. What suggestions can you
>give or adjustments did you need to make?

I ran a PBEM once that started with over a dozen players, and ended up with 
only one storyline (which had exactly one PC) working out.  I ran that very 
successfully for over a year.

With only one PC, you really have to work at making the world (or at least, 
her part of it) really mean something to her.  The plots have to affect her.

For me, I placed the PC amongst four close friends.  I immediately killed 
off his mentor and one of his friends to plague, caught him up in a 
romantic triangle, a fight with his best friend (the elder brother of one 
of his two loves) and then made their pasts come back to haunt him.

So there he was trying to figure out how to stop a plague that had hurt him 
deeply.  Trying to figure out how to keep one of the loves of his life from 
being hunted down.  Trying to figure out how to keep his friendship with 
his best friend without losing his other love.  And oh yes, trying to 
choose between two women.

In the middle of this, I added in strange dream creatures that were 
attacking them, a mage who had a healthy interest in them for some reason, 
and a tie back tothe Fey which created all kinds of problems.

The plot was intricately woven into the things he cared about.  I relied 
more on RP and less on combat, but I didn't cut out the combat completely.

I was amazed at how easy it was to sustain this with only one player.  All 
I needed were a few core NPCs and a focus on what they felt and did and how 
they impacted their world.  And the thing really practically ran itself for 
a long time.

D.
======================================================
"Oh good, my dog found the chainsaw!" -- Lilo & Stitch

Deb Atwood / d-singer(at)hall-of-mirrors.com
homepage & blog:  http://www.hall-of-mirrors.com
LiveJournal:  http://tryslora.livejournal.com
AIM/YIM/MIM: tryslora
ICQ: 26379740

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KarenCravens
Karen Cravens

Wed

Nov 26
2003

23:00Z

one-on-one role-playing

On Tue, 25 Nov 2003, Deb Atwood wrote:

DA>I ran a PBEM once that started with over a dozen players, and ended up with
DA>only one storyline (which had exactly one PC) working out.  I ran that very
DA>successfully for over a year.

Westwind (both versions) was a PBeM that ran largely with individual
characters; occasionally their paths would cross, and in theory they were
all eventually going to come together, but in both cases the gamemasters
got worn out, which was a shame.

-- 
Karen J. Cravens  silver@phoenyx.net

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ChrisTutty
Chris Tutty

Wed

Nov 26
2003

07:38Z

one-on-one role-playing

From: "Bob Slaughter" 
> My wife and I are considering a one-on-one campaign. What suggestions can
you
> give or adjustments did you need to make?
>
One difference I found parties of one or two made was that they
tended to chew through story material a lot faster.  I was used to
groups of six to eight that would spend an hour just buying a
packhorse and leaving town and the speed with which decisions
are made really caught me off guard.

On the other hand, as someone else said, it's easier to surround the
character with well-rounded NPC's and let them drive the story
forwards because they're less likely to drop the plot line.

Chris Tutty

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Freso
Freso

Wed

Nov 26
2003

19:37Z

one-on-one role-playing

Bob Slaughter opened its mouth and moved its tongue and so spake to me
and said, On 26-11-03 01:44:
>My wife and I are considering a one-on-one campaign. What suggestions
>can you give or adjustments did you need to make?


You might want to look at/read Johnn Four's Roleplaying Tips Weekly
E-Zine issues #194-195, titled "Running Single Player Campaigns, Part
I" and "Running Single Player Campaigns, Part II" respectively ;)

#194 / Part I : http://www.roleplayingtips.com/issue194.asp
#195 / Part II: http://www.roleplayingtips.com/issue195.asp

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