|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
GameMastery Guide
/
Running a Game
/
How to Run a Game
/
The Science of GMing
/
Variant Play Experiences
Solo Campaigns
Source
GameMastery Guide pg. 44
A solo campaign—sometimes called a duet campaign— consists of one GM and one player. Such an arrangement is often perfect for spouses, roommates, siblings, and any other situation where players are scarce. In addition, a solo campaign is ideal for pursuing the kind of plotline that excludes other players—for example, an in-character romance, or a character who wants to build a business or carry out nefarious activities.
For better or worse, a solo campaign centers on the player’s character. Thus, it’s best to start with the character concept and build a storyline around that. For example, if your player wants a seafaring character, your campaign should focus on the ocean. You and the player should agree on the basics, then you can design adventures accordingly.
While this kind of campaign obligates you to cater to the tastes of your player, it also frees you from worrying about whether the other players are having fun—if your player’s enjoying it, you’re 100% successful. Still, this doesn’t mean you need to focus exclusively on things you know your player likes, as that can rob you of the chance to find new things he or she might enjoy. Lay your campaign’s foundation on known tastes, but feel free to explore.
Having only one PC poses some difficulties with standard adventures. A solo PC is incredibly vulnerable, not just to combat encounters, but to simple problems like falling into a pit—if the PC can’t make the required Climb check or get out of the pit with magic, he’s basically stuck. Likewise, a party of four PCs can deal with a monster that casts
charm person
on one party member, but a solo PC who fails that save is done for (unless you have a plan for dealing with the charmed PC shaking off the effect later and escaping). A good example to follow is a movie where there’s just one protagonist; combat encounters are usually either multiple weak opponents that are only a threat to the hero in numbers (and the hero often controls the battlefield so he can deal with them one or two at a time) or a single, more difficult opponent such as a lieutenant or the main villain.
One way to compensate for the lack of other party members is to expand the character’s range of abilities beyond what the game normally allows. As long as the character won’t ever be played in a “normal” campaign, there’s really nothing wrong with this tactic. Another option is to introduce one or more NPCs with the appropriate abilities, friends or sidekicks of the hero which can be played by either you or the player. You could also use magic items to help fill the gap. At some point, however, you may still need to adjust your adventure to eliminate challenges that the player simply cannot meet.
Stealth, skill, and roleplaying encounters are much more common in solo play. Just remember to have a backup plan should the PC fail to accomplish a goal, such as an alternate route around a trap, a quick combat resolution to a failed stealth situation, or a temporary way to neutralize or contain a dangerous opponent.