Jump to content
Stan Fresh

How would you handle a one player campaign?

Recommended Posts

I throw with 2 Force Dice at the start, so the Destiny Pool is not just 1 LP sitting in front of the player waiting for the opportunity. Otherwise, I haven't changed anything ruleswise. Obviously the challenges scaled differently for 1 player with 1 skill set, but NPCs handling the specialist work if the need arises. 

Share this post


Link to post
Share on other sites

I've run for my son quite a bit.  We always use 3 DP so there's some flow, plus there are too many situations where players could want to use a DP one turn after another, but with only 1 DP that's impossible if I don't also flip one immediately.

Conflict is a lot tougher to scale.  Any string of cold dice can put the lone PC in serious jeopardy, so you always have to have a backup plan (capture & escape, Coruscant free-falls that land on passing speeders (or snagged by a large predatory bird), the arrival of "cavalry", etc).  My first campaign I knew it would be an issue, so I gave him a droid sidekick which he also controlled.  I also introduced a friendly NPC ally, but he started to rely on the ally for "advice", so that had to go away.  In any case, eventually he did want a campaign where he was a solo PC, and the Padawan was born.  I gave him boatloads of XP (300+ to start) provided he didn't min-max, free access to three related (Sentinel) trees at once, etc.  It's almost surprising how much XP you can spend and still have large areas of relatively poor odds.  Anyway, this PC is broadly capable, which takes the pressure off having to find an "expert" for every little thing (though experts are still sought out when, mechanically speaking, a 4+ dice pool is needed to have a chance at something).

I will say it's actually good GM training to run just one PC it, it makes you more flexible and inventive with a larger group.  Failure is much more common, so "failing forward" requires a lot more creativity.

 

Share this post


Link to post
Share on other sites
31 minutes ago, whafrog said:

Conflict is a lot tougher to scale.  Any string of cold dice can put the lone PC in serious jeopardy, so you always have to have a backup plan (capture & escape, Coruscant free-falls that land on passing speeders (or snagged by a large predatory bird), the arrival of "cavalry", etc).  

That is such a good fit for SW with its cliffhangers and shocking twists and general pulp action style.

 

Share this post


Link to post
Share on other sites

Silhouette Zero is technically only the GM and Player (the brother, Matt). Other than the main character, they both tend to co-run all the "NPC" supporting cast, many of whom are fully statted as PCs. They roll Force dice for each active character in the session.

I'd probably do it this way. Have a main PC that drives the story and the GM can't touch, then maybe two supporting characters that fill necessary holes in both the narrative and skill pool.

Party of One is a series of one-shots in a plethora of systems with only a GM/Player as well. Lots of potential inspiration there.

Share this post


Link to post
Share on other sites

I've always found that with a single player and the GM, you should really go in depth with the role-playing and story development. As far as the supporting cast, that really works well and is often found in video game based RPGs, but if abused by the PC they will move along and leave the PC high and dry, especially when the ship needs a lot of repair work, and the PC being the hero is just a jerk to them, so they find work elsewhere.

I might suggest that the player PC have two initiative slots as they recommend you do for the NPCs who should be tough and represent a real threat to the players when they outnumber the NPCC villian/opponent. Or a sorta reverse adversary option give the PC 1 rank in that talent, so the for combat checks targeting them, the opponents difficulty pool is upgraded once (per rank). Provides a slight advantage in combat, and the initiative option could be used only when the player PC is heavily outnumbered.

Share this post


Link to post
Share on other sites

I recommend thinking of it almost like a computer RPG.  Generate some NPC "party members" that you the GM roleplay in non-action scenes, but whose skill rolls and combat actions are controlled by the player during structured encounters.  Your player is Shepard/Revan, these NPCs are the equivalent of Garrus/Bastila.  Make their stories interesting but secondary, to fit that theme, and give the player's main character plenty of opportunities to help them out with their problems and help them grow as people in the equivalent of "side quests."

Edited by DaverWattra

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...