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Jas378 Ensign
Joined: 10 Jun 2012 Posts: 29 Location: Toronto, Ontario
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Posted: Thu Nov 08, 2012 12:20 pm Post subject: One-on-One Game |
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A friend of mine is interested in trying the RPG out, and so I was wondering if anybody had any tips, suggestions, etc. for a 1PC/1GM game?
Muchos gracias in advance! |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Thu Nov 08, 2012 12:52 pm Post subject: |
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There are couple of good ways to approach this:
1. Let the player create a small group where he/she runs all of the characters. Then run a game normally
2. Have the player create a single character and have the story focus on one individual instead of a group of them. (Bounty Hunters and Smugglers work well for this.) You may want to create one or two characters to support the player, but the primary focus should almost always be on the player's character. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Nov 08, 2012 1:19 pm Post subject: |
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I've run solos. My suggestion would be:
1) It helps to give to player a few extra CP. Reason being that those bad rolls can be harder to soak in one on one play than with a group. If the character drops there isn;t aanother PC to make up for the loose or to save the downed character.
2) NPCs are very important -even moreso than in a group game. The player has nobody to interact with other than the GM, so the GM needs to flesh out the personalities of the characters the player will interact with better, to make it feel like the player is interacted with different people.
Plus it helps with the storylines since the player will have to interact more and fight a bit less in a solo game. Giving him an NPC friend or two, and rival or some sort really helps with the roleplay and story development.
3) Everything happens faster in a solo game, so flesh out the adventure a bit more than usual, and be prepared to wing it more. With one player you are free to tailor things to the one PC, rather than worrying about keeping a whole group busy and entertained.
4) Be aware of what the character can do, but also what he cannot do. Unlike with a group, a solo character has a limited set of skills, so whatever the character is bad at will be more difficult to accomplish. For example if the player is a starting Jedi, with a low MEC and no piloting skills, don't throw him into space combat right away -he'll get killed.
It's not a bad idea to have some of those NPCs friends cover a skill area that the player lacks. It gives him a little more skill support. Don't go overboard though since you don't want the player to feel like he is a supporting character for his NPC friend. [/i] |
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schnarre Commander
Joined: 08 Oct 2007 Posts: 333
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Posted: Thu Nov 08, 2012 8:18 pm Post subject: |
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...Solo adventures like Jedi's Honor would be easy enough to adapt. _________________ The man who thinks he knows everything is most annoying for those of us that do. |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Thu Nov 08, 2012 8:53 pm Post subject: |
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schnarre wrote: | ...Solo adventures like Jedi's Honor would be easy enough to adapt. |
Very true. Jedi's Honor or Soundrel's Luck could both make a good starting point. Also, scaling down the combat could make almost any adventure usable.
Something like the Darkstryder campaign would present you with a lot of rich story and characters, but you're going to put a lot of work into the campaign. |
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