33

If possible, run the side session on another time or day with just those participating We've actually done this a number of times in a campaign I'm playing in. The players or DM occasionally come up with side quests relevant to a select few players, who we then find a time to play through an another day of the week. This prevents it from disrupting the ...


24

A rogue could perhaps play solo. But only if she devoted herself to stealth and avoided all out combat at all costs. D&D is a very much a party based game. And it's best played with a table full of friends, each with their own character. But at the same time, occasionally circumstances require something less than that ideal. There are two options. Go ...


24

One good way to handle this is to make your GMPC a "follower" of the other PC -- that is, they're less experienced, less familiar with the world, generally less capable (you can do some of this with feats and skills, by having your GMPC less skilled in things like local knowledge, politics, tactics, etc., but competent in things like actual combat, survival, ...


22

It is a problem that Lost Mines of Phandelver is designed for 3-5 player characters (PCs), plus a DM. I'm playing Phandelver at the moment with a group. One session only two players turned up, and I discovered how deadly this could be with no modification. With one PC and no modification, you would likely not last past the first encounter. As far as I can ...


21

I'm going to challenge the frame: I argue you shouldn't make a DMPC to help her. Doing so doubles-down on the power-imbalance that already exists: not only is there the usual GM-player imbalance in setting/adventure knowledge, but you've got an advantage on system knowledge. Adding a DMPC into the mix capitalizes on both of those. Or doesn't, because you're ...


18

My recommendation: don't have "other PC" roles at all. The default Paranoia assumption - a team of Troubleshooters go shoot trouble - is based on the intrigue and backstabbing possible in a full party. A single GM cannot replicate that, especially as you'd blur the troubleshooter treachery with your depiction of a hostile and treacherous world. So don't ...


18

As a direct answer: You probably aren't going to find one. Now, to explain why: Pathfinder's not designed for single-PC (also called "one-on-one" or "twosie") play. Sure, the mechanics support it, but encounter and spell design go way off track. Any ability which would normally incapacitate a PC in a regular party can effectively become a "save-or-die" ...


18

I played D&D solo with my dad as the player for almost six years as a kid. We ran AD&D and 3.5 D&D. Frankly, it surprises me that more people don't play the game this way. It makes for an extremely good bonding time, it's a lot of fun, and two people with a good relationship can create some very great campaigns together. Here are a few party ...


17

Completely feasible, unless you're playing 4e As much as people like to pretend you 'need' a Cleric or a Rogue or a Tank or whatever in the party, you really don't. This is true for every edition of D&D. Having only a single player just means you focus the campaigns you run around the character choices that player makes. If you, as the DM, say "There'...


16

Your player is going to come across three major issues: They won't have the same amount of resources as a full party (fewer total spell slots, etc). They won't have the same kinds of resources as a full party (fewer skill points to spend or fewer kinds of spells (only druid, or only wizard, etc)). They'll have trouble since they might have all the druid ...


15

The default D&D combat flow is not intended to do what you are trying to do; it works really well when pitting two roughly equal groups of three-to-six hostiles against each other, but too many or too few on either side lead to drawn out or static encounters respectively. In encounters I've run where a PC is scouting alone, I've found that it really runs ...


14

It depends While a single player controlling (and creating) every PC has an advantage in coherence and synergy (if they're going for optimization), keep in mind that they will be the only player at the table, too. This means there is only one brain to think of everything, from tactics to remembering details of the story. If you still want medium to heavy ...


14

I've run plenty of solo adventures before, both with sidekick characters and with the player on their own. There are several key factors I've found when running solo adventures that make them more enjoyable Pander to what the player likes as much as possible; that isn't to say you make everything a cakewalk - far from it. What you need to do is find what ...


14

Make a GMPC that cannot help Good examples of this are for example golems, zombies, or animal companions. You can ask them for help all you want; they cannot make decisions for themselves and only follow orders. They might instinctively fight on their own accord, protect their charge with their lives and follow him anywhere but no matter how often you try, ...


14

In typical freeform textplay it's relatively common to narrate basically everything except for the actions and reactions of other people's player characters. This applies more the longer and more spaced out the posts are - trading quick responses on chat doesn't exhibit this characteristic as strongly as longer, more elaborate responses or forum posts. The ...


13

Try asking "Friend, what are you excited to do during this game? I seem to be putting in the wrong stuff, since you're blowing past lots of the information, places, and people I've been designing. What are you finding rewarding in our game so far, and what's missing? What should I be focusing on instead?" Every player is different, and players can have ...


12

My advice is twofold. 1. Talk with the player Lets face it, most problems end here. If you haven't talked to him about the problem, do it the next time you see him. Ask what he wants in a role-playing game, and tell him what you want. Then compromise until you are both satisfied. 2. Use a system that does not require a GM This is a slightly different ...


12

I would love to just say "yes", but actually it depends on the player and style of play. If you have a player who is good at coming up with details themselves, and you play the game in a very "ask questions" kind of way, and you're good at roleplaying NPCs as self-determined entities, then yes, you can have some awesome games. There are a couple caveats, ...


12

First, don't call your character a PC. What you want to do in this case is to give a long-term NPC. Don't worry, NPCs are people too, your player can enjoy roleplaying without you making a GMPC (which is usually not a good idea). Now onto the actual question: The NPC could be subservient to the player. A loyal servant, somebody under their command, a hired ...


11

New players generally come in two sorts: people already well versed in games like Magic and Risk, maybe Strategy Board games and Fantasy Video games. And people without any exposure, trying to get into it because their significant other is already gaming. It's very easy to find a game for the first group because that's only explaining the rules. They ...


11

I would not recommend this approach. Fate is not about zero to hero progression. It's about competent, dramatic, proactive characters. I've run long Fate campaigns with only two players, so while I don't have long-term solo experience, I can extrapolate from a party of two with occasional solo sessions. The idea that Fate lacks character improvement is ...


10

Solo Itself I don't think there are any house rules required to play Pathfinder one-on-one. There are solo adventures for Pathfinder from Expeditious Retreat Press and have been for other D&D versions over time as well. All that's required is DMing. Since there's one PC, they will need difficulties tuned to them and some kind of safety net in case of ...


10

Yes, it is absolutely feasible, but it is different. Yes, I have played more than one edition of DnD with 1 player and 1 DM frequently. You mentioned that you are interested in all editions so I will address those I am familiar with. I have done this frequently using DnD 2e and lightly with 3.5e and 5e. It can work very well, though it does require some ...


9

As long as the spells are of the correct level it should be balanced Let's talk about what we mean by balance. Option 1: "Will these bonus spells cause the character to be significantly more or less powerful then a character is expected to be at a given level?" As long as the bonus spells are all of a level the character would be able to cast normally (...


9

You can play with two players, but it's going to take some work But you will need house rules and it might not work that well In a video (around 27:45min) on his YouTube-Channel, Adam Koebel himself mentions that Dungeon World as written does not work for 2 players, like, flatout doesn't. You'd have to change bonds In the comments on the video he ...


9

There are three main difficulties to running DitV as a solo GM for a solo player. 1) Lore. Three stand in authority. Two Dogs can at least find a single Faithful person in a town -- and if they can't, the town's gone far beyond the Dogs' help. A single outrider is pride or foolishness or both. As a GM you might make up a GMed Dog to accompany them, but that ...


9

Yes it's feasible; I've done solo adventures in three editions Question How feasible is it to play D&D with one DM and one player? Very. I'm more interested in 5e, because if I were going to attempt it, I'd attempt in that edition. I am interested in past editions mainly just to satisfy curiosity Solo Adventures in D&D 5e I ...


8

Ultimately, this is no different from a group of people who have the same level of system mastery and good (OK, great) communication skills, but something like a quarter of the time to spend working on and getting to know each character. From a balance perspective, it doesn’t really change anything; any group could (conceivably) have walked in with the same ...


8

If your goal is to come up with great stories together, I would recommend a combination of all three - have your wife make a 'primary character', and then each story arc, she gets a new set of NPCs. It's kind of like Conan the Barbarian / Sinbad the Sailor / The Doctor - as you travel around having adventures, you have 'local party members'. So say your ...


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