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5 years ago ::
Jan 05, 2008 - 11:50AM
#431
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Funny, I just thought to bump it too :D
edit: argh, double post...
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5 years ago ::
Jan 05, 2008 - 11:53AM
#432
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I remebered this thread and thought about bumping it too :D By the way, if anyone is interested in solo online campaign in my homebrew setting, here's the link for the thread at enworld: http://www.enworld.org/showthread.php?t=215740
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5 years ago ::
Apr 03, 2008 - 9:47AM
#433
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I've played in a few solo campaigns and I really liked all of them. They were all done online, usually through some IM like Yahoo, but sometimes with VTT like OpenRPG. They all started as a regular group campaign, but eventually, it was found that my character was better suited for a solo campaign because he: 1) didn't play well with others, 2) had more roleplaying potential than combat potential, and 3) was willing to delve deeper into the homebrew campaign world than the rest of the group. So, what happened was that my character went off from the group and became a solo character and I just made a more group-friendly character that went on with the group. Interestingly, in both situations, my solo game outlasted the group campaign.
Both of the games became more based on roleplaying with social encounters. The theme was spy-based with a lot of intrigue and deception. I've found that spy campaigns are always best done in a solo game because most spies, thieves, and assassins work best when alone.
The downside to a solo campaign is that there isn't any room for slacking. The DM has to be really good and stay on his toes because its difficult to know where the player might go. Also, the DM has to be ready to play out any scene. There were times when a conversation with a servant might start out rather inocuous, but because of a lucky roll or good roleplaying, the scene just became important and what was going to be 'Servant #3' became a major player in the game. The player has to be very committed to the game. If the player is going to come up with a silly cookie-cutter background and expect that the DM will just lead them around by the nose, then the game will be especially dull. The character must have real motivations or the game risks turning into "What do you want to do? I don't know, what do you want to do? I don't know, what do you want to do?"
I think if you enjoy real roleplaying than solo games are the way to go. D&D is a great game, but I know far too many people who treat it more like a miniatures game with a storyline than a real rpg with depth.
(PS: If you're a DM that is thinking of running a solo game like the one I described, then please contact me. I've been looking for another one for a long time.)
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5 years ago ::
Apr 03, 2008 - 10:11AM
#434
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My epic game has degenerated, mainly due to the facts that:
- The druid is becoming one with the nature
- The dread necromancer lich is building an army elsewhere
- The sorceress is putting up a cult worshipping her, and her dragon.
And so on. This combined with the players being busy and rarely at the same place at the same time ( we haven't learned the art of playing over internet yet. ) In any case, I've been running short hack & slash cases a lot. There's occasionally just a bit of plot and such, but challenges themselves are generally hack & slash, considering that the players can fly, change shape, etc. I do have an overarching plot concerning a fiend trying to collapse the material plane into Abyss, and the willingness to drop something Elder-evillike on the world at some point. Maybe a pseudonatural paragon umbral blot. Hm. In any case, while there's still some interest there, it's mostly simmered down. We usually play on 1-2 days every two weeks or so. Basically, I now have an Epic Level solo game. 'Tis weird. I'm thinking of suggesting a quasi-deity quest to the druid player after his PC reaches lv 30.
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5 years ago ::
Apr 11, 2008 - 2:42PM
#435
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Date Joined:
Jul 27, 2007
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I am currently at page 2 of this thread and wow, is it full of awesome or not? I learned a lot of new information, thank you guys. I'm currently launching my first-ever completely-solo-completely-campaign (I previously did solo games, but they were more of solo-adventures rather than campaigns). And, obviously, I have a problem. My player rolled up a character who has no goals. He is a developed character, he has a good backstory, he has connections to the world, but he has NO personal goals.  He just wants to travel and help people (he made up the character concept when watching Hercules: the Legendary Journeys). Also, he is a swordsage (going to Master of Nine) and he doesn't like combat. Meaning, he doesn't like any combat, he only tolerates it for story purposes. And here I find myself in a bit of DMing crisis - I do not want to railroad him into an epic quest, but how can I not if he can't move without the rails? He's a nice guy and he will bite on pretty much any adventure hook if it has some good people in peril in it, but I want him to act instead of react. So how do I develop personal goals if he has none? I can dish out some generic save-the-village\city\country\world campaign anytime and guide him through it, but I started this whole solo thing so that we'll have more interactivity...
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5 years ago ::
Apr 11, 2008 - 3:44PM
#436
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- VCL Emeritus
- The Horrible GM
- Holiday Best DM/GM 2008
Date Joined:
Aug 30, 2005
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Yes, a laid back player can be a major difficulty in a duet campaign, but it also seems in this case that the player is making a play style choice. He seems to be interested in an episodic style campaign rather than the grand quest style. Unfortunately, you kind of prefer the grand quest style. Thus a classic GM-player play style conflict.  Personally, I think you can have both while using Hercules as your model. First, the interactivity you want will arise from NPCs. Give him an Aeolous as a sidekick and maybe some recurring sidekicks like you have from Hercules. Second, start off with episodic adventures. This can be fun and it is a great chance to see what works with your player. You can run the classics like a Seven Samurai-style adventure, a murder mystery adventure, a rescue the princess adventure, a slay the evil beast adventure, and you can use Hercules-style adventures like stopping a war before it happens and so forth. This can be fun. You can also reuse villages, villains, and etc. and build a mini-campaign setting. This can also fuel later adventures, such as a noble the PC helped before comes with a new problem. Third episodic can be fun, but you can add in story arcs like they do in television, slowly sprinkle a story arc relating to a greater villain between the episodes. This is not quite the same as a grand quest, but it gives you more freedom to scrap things if they don't work out. Eventually, if your PC keeps the same problem being caused by the same villain he will take action, it just may take time. Hope that helps!
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5 years ago ::
Apr 11, 2008 - 4:06PM
#437
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Date Joined:
Jul 27, 2007
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Thanks for the advice. The player didn't make a real campaign-style choice. I outright asked him what he wanted, and he said that basically anything goes, he just wants to play (he's a DM who haven't played in several years.) I decided to listen to you though, I'll run a series of loosely related adventures (all happening in the same province or something like that) and then have him discover a conspiracy behind all the wars and unrest in the region (and the region has a lot of war and unrest). Furthermore, he will find out the the practitioners of Sublime Way are involved in the conspiracy as evil masterminds (and his character's view of the way is rather strong). He'll get to thwart one of their big plans or even somehow cripple their organization in the end (probably exploring the setting in the process, the player seems to like it). When we get to the point it is nearing to it's finish, I'll post here and share the results)
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5 years ago ::
Jul 13, 2008 - 3:42PM
#438
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Date Joined:
Jun 30, 2008
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Has anyone here had any experience with running solo in 4th edition? I understand from the books that you need all the four roles represented to have a balanced encounter. I figure however that with some careful planning you could make any solo campaign work... Thoughts?
I am in the process of starting a campaign with my girlfriend as the player. She wanted to play an Eladrin Wizard and the main focus is on letting her understand the game better as she was really not getting into the spirit from our group. She feels she is lagging behind and nobody is taking any time to let her uinderstand what is really going on. (she is a bit of a thinker so a solo campaign could give her the space she needs to really take it in).
Anyway on to the campaign itself.
We didn't really get around to making a personality and a background but from what I've heard, she wants to be a princess-like wizard that is very apt at surviving anywhere. We'll probably start from there and get her personality rolling.
I wanted to have her at her graduation project from the eladrin wizarding school in the floating city of Corellant, which is a three-part test. (This will happen after the mention of being top of her class and the headmaster calling her over to say that whe is ripe for graduation).
The first test would be setting her inside a room with four dire rats. she has a few spells that can deal damage to multiple targets so that would be ideal to get her into the swing of it.
The second test should be a test of intelligence as she is promptly teleported to a room with some strange features. On three walls are a four tiles (each) that represent the four elements, four gods and four lost eladrin cities respectively (she'll need to roll checks for arcana, history and religion for them to find out what they mean). On the fourth wall is a compass with slots that the aforementioned tiles obviously belong in. The task is finding out which tiles fit where. She is helped by a magic tome titled 'encyclopedia' that springs a mouth when she gets close and answers specific questions she asks.
Finally she is put into a last chamber whereshe is pitted against one monster that she might find a bit harder to fight (I haven't decided which one but I'm thinking a stormclaw scorpion would be cool).
(if she fails during these tasks she is of course magically pulled out by the headmaster and given another chance)
When she kills the beast she receives her price. A magic staff (+1) that she can use from there on.
After her graduation (and the subsequent party) she is approached by her father and told about the tradition in her family of being sent to serve under 'lesser' species to learn the hard lessons of life. I'm thinking about giving her the options of a dwarven city (that is geing attacked by drow) or a society of elves (which I susect would be her choice).
After that she would find out (eventually) about why the other ancient eladrin cities were destroyed (I have some cool things in the back of my mind) and probably a bunch of other stuff that I haven't thought of yet.
Any thoughts abaout this so far? About 4th edition solo campaigns in general?
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5 years ago ::
Jul 13, 2008 - 5:12PM
#439
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- VCL Emeritus
- The Horrible GM
- Holiday Best DM/GM 2008
Date Joined:
Aug 30, 2005
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Sadly, I haven't converted to 4E so no opinions on that matter. I agree it does appear that 4E is not a friendly system for duets, but neither was 3E so that isn't that big of a deal. Just be thoughtful and start slow. You also might want to add NPCs to her 'party'; if the rules are designed for a balanced party then give her a balanced party. As for the basic plan for the adventure I think it is fine, but I have a few thoughts, starting with the fact I wouldn't use dire rats in a room for the first part. I mean...let's be honest, this is a little too meta-game. "Ah, we should use dire rats for our graduates as that is an appropriate level challenge!" said the Headmaster. I feel in these situations it is best to think about what they want to test. As you have it the second test is a test of knowledge, the third is a test of magical power, but the first is sort of a warm up. But what are you trying to warm up? Combat? Roleplaying? Personally, I would make the Second Test the First One, start with a knowledge-based test and if she succeeds - they give her something from this test which will help her in the next one. Also on this test, don't require any rolls for stuff the wizard should know. Just tell her that stuff, only use skill checks when necessary - otherwise you may get yourself in a corner if she rolls really poorly. This is a test of knowledge. For the Second Test I would use a Mini-Dungeon (it may have dire rats) with the wizard having to find something (maybe its invisible or guarded by something that requires a riddle or some clever solution to get around). This something will help with the final test of magical power. This is a test of curiosity and exploration. I suggest for the final test you use a nemesis that the Eladrin wizards encounter a lot. This is a test of power or self-reliance. Don't make things too meta-game like, thing about cool situations independent of the rules that fit for the magical training. Think Harry Potter and what sort of tests they have in those books like the Goblet of Fire for some cool ideas. Remember if the tests feel like 4E tutorials then it loses something. Mechanics are best when they are invisible in the game. Anyway just some thoughts, do tell us how it turns out! Especially, with the 4E stuff you might be able to add some tips for other people using 4E for duet campaigns.
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5 years ago ::
Jul 14, 2008 - 12:01AM
#440
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Date Joined:
Jun 30, 2008
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Thanks for all the advice. I like your ideas for the building up a lot more. I'm definetely doing one combat encounter still because that's one of the things that I really want my girlfriend to get. But that doesn't mean of course that there couldn't be some bigger challenge involved. I'm going to scour Harry Potter for ideas today in any case. As for the skill checks in the knowledge test I already thought about this. There is a lot in 4th edition about skill challenges and they are very clear about how those rolls should never be needed to finish it. I was thinking that the higher the rolls, the easier the challenge becomes. So if she rolls very poorly she is going to have to ask a few more questions to the encyclopedia. She is however always getting enough information to eventually finish the test. And you are right of course about the meta-gaming. In any case thanks a lot about all the ideas, I'll let you know how it turns out. On to harry potter I guess
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