After all this time: 1 Player and 1 DM
Posted: Wed Oct 14, 2009 12:45 am
How-de-doodley-do there Den!
Here’s my situation: Haven’t played D&D for years, but I got the itch recently to get back into it, and it must be scratched. The only available player is my wife, who has only played a little, and that years ago. She is very experienced with RPG-type computer/platform fantasy games, and understands resource management, strategy, etc. I have at least a decade of DMing under my belt, but the last time I played was just right around when 3.5 was being introduced.
So we’re going to dive into a 1-on-1 game. To even the odds a little, I’m going to let her go gestalt with her character, and start it at mid-levels (7 or 8, something like that). Additionally, she’ll start the game with the Leadership feat to help provide her with her own mooks. I fully expect the mooks to get killed often, but we’ve already got a roleplaying angle to cover it: She’s a noble from a decadent evil-wizard-empire where life is cheap. Even if she wipes out every last follower, they’ll just be replenished before the next session.
So, mainly, I was looking for advice, suggestions, even stories about 1-on-1 games you’ve experienced in the past. House rules to try out, situations to avoid, and other features/pitfalls would be greatly appreciated. I’ve DMd for small groups before, but never just 1 player.
A word about the system I use: As much as I dig on the Tomes, it’s simply too different for me to assimilate just yet. I’m still getting used to 3.5 all over again, so I’ll stick a little closer to that as a base (plus I have a lot of books that I want to get some use out of – I’ve slowly been assembling a decent collection whenever I find a book for cheap). I’ve reviewed Pathfinder, and for the most part all I have to say is “Meh”. There are 3 things that I think they got right, which I fully intend to steal and use:
1. Sneak attack works on damn near everybody
2. Skills should be condensed together to some extent
3. Feats should be available every other level instead of every third level
Also, I tend to beef up the feats a little. Feats are such a limited resource, it seems downright stingy to have one provide no better than a situational +1 or +2 bonus to something. I’ll judge things on a case-by-case basis, but generally I’ll just take some of the more bullshit feats that begin a chain and then roll them together with another not-so-impressive feat in that chain. Or if a player can make a reasonable argument that a feat should provide a slightly better bonus, or some of its restrictions should be lifted, I’m down with that. Especially in this campaign, I’m going to have to play a little fast and loose with the rules to give my one player a bit of an edge.
Nothing is set in stone as of yet, but she has ideas about her character. She isn’t interested in a spellcaster, because she feels that would be too much to keep track of as she’s learning the new system. Her cohort will be a Wizard//Cleric, focusing on buffs and healing – no sense in taking any of the spotlight away from the only player. As for her, since it’s easier to not have to worry about keeping track of uses/day, she wants to play a Warlock. I encouraged her to consider that she will have to be stealthy in many situations just to stay alive, so she’s thinking some combination of Rogue and Swordsage for the other side of the gestalt equation. It’s far from optimized, I know, but it doesn’t look like it’ll be that kind of a campaign.
So, lay it on me. Any advice of any kind would be very helpful in restoring my confidence in being able to do this, and do this well.
Here’s my situation: Haven’t played D&D for years, but I got the itch recently to get back into it, and it must be scratched. The only available player is my wife, who has only played a little, and that years ago. She is very experienced with RPG-type computer/platform fantasy games, and understands resource management, strategy, etc. I have at least a decade of DMing under my belt, but the last time I played was just right around when 3.5 was being introduced.
So we’re going to dive into a 1-on-1 game. To even the odds a little, I’m going to let her go gestalt with her character, and start it at mid-levels (7 or 8, something like that). Additionally, she’ll start the game with the Leadership feat to help provide her with her own mooks. I fully expect the mooks to get killed often, but we’ve already got a roleplaying angle to cover it: She’s a noble from a decadent evil-wizard-empire where life is cheap. Even if she wipes out every last follower, they’ll just be replenished before the next session.
So, mainly, I was looking for advice, suggestions, even stories about 1-on-1 games you’ve experienced in the past. House rules to try out, situations to avoid, and other features/pitfalls would be greatly appreciated. I’ve DMd for small groups before, but never just 1 player.
A word about the system I use: As much as I dig on the Tomes, it’s simply too different for me to assimilate just yet. I’m still getting used to 3.5 all over again, so I’ll stick a little closer to that as a base (plus I have a lot of books that I want to get some use out of – I’ve slowly been assembling a decent collection whenever I find a book for cheap). I’ve reviewed Pathfinder, and for the most part all I have to say is “Meh”. There are 3 things that I think they got right, which I fully intend to steal and use:
1. Sneak attack works on damn near everybody
2. Skills should be condensed together to some extent
3. Feats should be available every other level instead of every third level
Also, I tend to beef up the feats a little. Feats are such a limited resource, it seems downright stingy to have one provide no better than a situational +1 or +2 bonus to something. I’ll judge things on a case-by-case basis, but generally I’ll just take some of the more bullshit feats that begin a chain and then roll them together with another not-so-impressive feat in that chain. Or if a player can make a reasonable argument that a feat should provide a slightly better bonus, or some of its restrictions should be lifted, I’m down with that. Especially in this campaign, I’m going to have to play a little fast and loose with the rules to give my one player a bit of an edge.
Nothing is set in stone as of yet, but she has ideas about her character. She isn’t interested in a spellcaster, because she feels that would be too much to keep track of as she’s learning the new system. Her cohort will be a Wizard//Cleric, focusing on buffs and healing – no sense in taking any of the spotlight away from the only player. As for her, since it’s easier to not have to worry about keeping track of uses/day, she wants to play a Warlock. I encouraged her to consider that she will have to be stealthy in many situations just to stay alive, so she’s thinking some combination of Rogue and Swordsage for the other side of the gestalt equation. It’s far from optimized, I know, but it doesn’t look like it’ll be that kind of a campaign.
So, lay it on me. Any advice of any kind would be very helpful in restoring my confidence in being able to do this, and do this well.