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Roleplaying Tips Weekly E-Zine Issue #194
Running Single Player Campaigns, Part I
Contents:
This Week's Tips Summarized
Running Single Player Campaigns, Part I
- Gotta Flesh Out That Character
- Scale Back Encounter Deadliness Levels
- Encourage The Use Of Familiars, Companions, Hirelings, And Henchmen
- Reduce Descriptions
Readers' Tips Summarized
- Using CCG Images as NPC Tokens
From: Bob B.
- Slavery In Fantasy Games
From: Ian Winterbottom
- Minis For Mass Battles Tip
From: Chris Dickerson
- Shopping Trip Encounter Ideas
Return to Contents
A Brief Word From Johnn
Solo Campaigns & One-On-One Encounters
Andrew A. emailed me a Tips request for single player
campaigns. This is a frequent topic request, so I thought an
ezine article was in order. Plus, there was a discussion on
this very subject recently on the GM Mastery list and I
haven't had time to contribute, so I've packaged my thoughts
into today's issue and next week's.
Not only are the following tips good for single player
games, but many of them can apply to one-on-one encounters
that you might run. Hope you find them useful!
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Return to
Contents
Running Single Player Campaigns, Part I
By Johnn Four
- Gotta Flesh Out That Character
One of the biggest challenges with single character
campaigns is plot and how much of it you need to create.
Encounters are going to be smaller than ones in multi-player
games, and there will be no bickering or player discussions
during games either. So, there's going to be more encounters
and therefore more story told in each session.
That puts a lot of pressure on a GM to create more plots and
encounters. The best thing you can do in this situation is
place some of the plot responsibility onto the player. Have
the player spawn new story and encounter ideas that you can
run with and develop.
The key to doing this is fleshing out the player's
character. Develop a fully detailed history, a few clearly
defined goals, and some interests or hobbies. Create quirks,
relationships, and personality traits. Detail the
character's appearance, daily life, and beliefs. These
things provide you with a deep idea pool to draw inspiration
from. They let the player contribute hooks, ideas, and
suggestions without stepping on your toes, and you can tweak
and use these things as you see fit to wrap story events,
plot hooks, and encounters around.
It's up to the player to create this information about his
PC, but avoid burdening him by demanding it all right away.
Instead, use game play to develop these details. This
accomplishes two things at once. It creates the PC details
needed to help you manage the fast pace of storytelling, and
it uses game time to do this, thus further easing your
plotting burden.
A couple of ways to generate character details:
- Character surveys. Keep them short to avoid over-working
your player. Give them out between sessions as homework, use
them to keep the player busy during sessions when you need
some GM-alone time, or use them to decide what happens next
in the game at that moment.
- A delivered message. "Your character receives a letter
signed by your father. It reads 'There has been a death in
the family, please return home as soon as you can. Something
strange is going on.'" Then you ask the player about his
PCs' family and develop details from there:
Which family member could have died? What's the PCs' father
like? What was home life like growing up? How does the
family make money or survive? Where does the family live?
As GM, you don't need to know the answers to these questions
before delivering the message plot hook. That's the point--
it draws this info out in a natural way during the game.
Messages can relate to the PC's family, work or employer,
friends, belongings, and so on. Make the message pertain to
whatever details you need fleshed out about the PC.
- Roleplay. Conversation is a wonderful way for a player to
put on his character and take him for a drive. Questions and
answers and a bit of conflict will help a player develop or
refine his PC's personality on the fly. Make conversations
periodically drill down to reveal specific details about the
character to provide you with tangible details for use in
upcoming adventures and encounters.
For example:
NPC: How're you today?
PC: Pretty good, pretty good. You?
NPC: I'm getting a cold, methinks. [Sniffs] So, what's got
you in such a good mood?
PC: I just returned from a visit with mage who said my new
dagger's got some magical powers!
NPC: Mage eh? Hmmph. Don't trust 'em. What do you think of
those folk?
PC: Well, I don't trust mages much either...
NPC: [Interrupts] Me neither! So, what happened to make you
wary of 'em?
Also, allow your player to roleplay his PC differently in
various situations during the early stages of the campaign.
A core, stable personality will eventually emerge and you
can both chalk variances up to moodiness, stress, lack of
confidence, and character foibles.
- Scene co-creation. If your player is up to the challenge,
comfortable with the process, and you each trust each other
in your roles as player--GM, then let him co-create
encounter and scene details. Note what the player creates as
that often reveals character details.
For example:
GM: You step into the posh room and are asked to wait. You
scan the room--what things catch your eye?
Player: Well, the place is incredibly clean and the
furniture is antique and in good condition. A large mirror
hangs on the wall and I walk over to check myself out. I
notice a few wrinkles in my doublet and smooth them over. I
spot a gold candlestick nearby and stick it in my pocket...
GM: [Laughs] Ok, you have just stowed away your booty when
the lord walks in. You didn't get a chance to appraise the
candlestick so you'll have to do that later.
From this exchange, we might surmise the PC is a neat freak
and of dubious moral conviction. :) Run enough of these
scenes and lots of character details should reveal
themselves.
Also note, in this fictional situation, how the GM went
along with the free treasure grab and maintained campaign
balance (however small scale) by making the candlestick's
worth unknown. As long as the player trusts his GM to be
fair then this kind of scene co-creation can work well.
Return to Contents
- Scale Back Encounter Deadliness Levels
Characters who are alone often live short lives. It's very
difficult managing physical conflict when there's only one
PC. If there's any luck at all involved in your game system
rules, then all it takes is a series of bad rolls to put a
solo PC in the grave. There are a few remedies for this
situation, however.
- Fudge dice rolls. I wouldn't GM a solo player without a
screen or some way of hiding my dice rolls. Your style might
differ, but hiding rolls gives you an opportunity to save a
PC from themselves and/or your own luck.
- Scale down foes. If you're new to GMing or uncertain about
GMing a solo PC, always choose weaker foes to begin with
until you get a sense of game balance and your player's
style. If your player has no tactical sense, for example,
then weaker foes will be a challenge anyway.
- Avoid fighting to the death. Not all conflicts need be to
the death. When world-building, add values such as honour,
prestige, and reputation to your societies. Incorporate some
house rules to facilitate this, if need be. Attempting to
injure a PC's honour is often just as entertaining for the
player as trying to chop his character's limbs off. Err,
well, you know what I mean. :)
- Change foes' goals. There are more things that can be
erased off a character sheet than hit points, health, or
wound levels. Change your GMing style so that foes start to
aim for other things, such as:
- Equipment
- Treasure/Wealth
- Skill use (for example, subdue the rogue PC, break his
leg, and then see how well he climbs or hides in shadows)
- Ability scores (for example, a mage PC's enemy concocts a
mind-numbing poison and attempts to affect the PC with it)
Return to Contents
- Encourage The Use Of Familiars, Companions, Hirelings,
And Henchmen
It can get lonely being the only PC in the party. :)
It is highly recommended encouraging your player to adopt
the use of familiars, companions, hirelings, and henchmen.
In addition to their usual benefits, here are a few that are
unique to single player games:
- Padding. More people and beings in a party means more
targets and less risk to a solo PC.
- Safety. If a PC is alone and gets hurt, you either have to
contrive a rescue (bad for sense of disbelief), put your
adventure plans on hold (to allow for healing time), or hand
a blank character sheet to your player and ask him to roll
up a new one (bad for player morale).
- Plot hooks. Allow (or request) your player to flesh out
the people who travel with him 24/7. Not only does this ease
the burden of NPC creation, but the details that emerge are
a terrific source of encounter, adventure, and side-plot
ideas.
- Player activity. One thing you'll find in one-on-one
campaigns is that your attention is in demand 99% of the
time. There's no party bickering, side-conversions, or
groups discussions to give you a break and get some other
GMing tasks done. Single player games closely resemble
intense conversations--and you know how little time each
person has to do anything other than listen and talk during
an intense conversation.
So, with NPCs to take care of, create, and flesh out, your
player can be kept busy (yet still contributing in a
meaningful way) for small periods of time, giving you a
much needed break.
- Adventure planning. Unless your player makes a PC who is a
jack of all trades, there are going to be some key abilities
missing that are normally present in multi-player games. For
example, if the PC is a warrior, the whole realm of magic is
left vacant.
This greatly impacts your adventure planning. You'll need to
attune the rewards and challenges to the PC's abilities, and
make available missing key ingredients to the player via
NPCs and goods and services in your milieu.
For example, if the PC is a warrior, I'd sprinkle more
sages, NPC spellcasters for hire (but not travel), and
healing possibilities (churches, magic items, herbs, magic
pools, etc.) into the campaign.
- Tactics. Single character parties require greater tactical
thinking on behalf of the player. Does your player like
tactics? If not, then look for any ways you can ease common
burdens during game play. For example, if a PC is alone in a
dangerous wilderness or urban environment, who is going to
stand watch? You might want to make some kind of collapsible
early warning mechanical system available for purchase
(requiring a side quest to acquire the funds, of course), or
a guard dog, etc.
Pay attention to the tactical difficulties your player has
and make notes. Between sessions, think up solutions and
hand them out as rewards during play.
Return to Contents
- Reduce Descriptions
Avoid long descriptions, narratives, and speeches in single
player sessions. I remember GMing a 1st Edition D&D module
called Isle of the Ape. A great module, but at the beginning
of the adventure it had two three-column pages of read
aloud text! Small font size too. Many eyes glazed over, but
no one succumbed to sleep fortunately.
A single player is going to have to absorb everything you
say. In multi-player games group memory is going to help
everyone remember your clues, hints, and key pieces of
information. In a solo game however, it's easy for the
player's mind to wander for a moment, to notice something
interesting on the character's sheet, or to be distracted.
Also, most people only remember a small portion of what they
hear. That means your player is going to forget just about
everything specific you say in a long description.
So, keep your descriptions short.
Split long descriptions up and dole them out over time. For
example, when the PC enters a new room with lots to describe
about it, start off with a quick overview and then get
interactive. As the player asks questions or has his
character wander around, go into detail about various things
keeping each description as short as possible.
Another technique is to be mysterious. Change boring
descriptions into open-ended invitations for investigation.
Instead of describing all the properties of a place, for
example, tell the player that the furniture is quite
intriguing without explaining why. Naturally, the player
will ask why, and then you can explain further. While this
might seem a bit convoluted, it helps the player digest
things in chunks and keeps him attentive and focused because
he can interact right away with you and his PC's
environment.
A third technique is to use player handouts. Print out your
notes or photocopy module descriptions so the player can
listen to you, then read for himself, then refer back to
campaign info whenever he needs.
* * *
Stay tuned for more solo player tips next week!
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- Using CCG Images as NPC Tokens
From: Bob B.
I've seen a few tips about using miniatures to speed up
combat, but what do you do if you want to create interesting
NPC tokens on a limited budget? I gave away my Micro
Machines collection and don't have the budget for 25mm minis
for my swarms of NPC characters. My solution has been using
the images on Collectible/Customizable Card Games (CCGs) as
NPC tokens.
Every CCG on the market features high quality, visually
interesting images, printed on good quality card stock.
There are cards for virtually every type of gaming system,
and common cards can be purchased at your local gaming store
for about a nickel apiece. You can collect piles of Star
Wars commons for your Sci-Fi group, and Lord Of The Rings
and Magic the Gathering commons for fantasy games for about
the same price as one nice miniature. The trick is turning
these cards into NPC tokens.
To make the tokens I found a 1" circle cutting tool at a
mall Scrapbook-making store. It cuts perfect 1" circles in
the cards and easily leaves me with rugged, usable tokens
that I store in a 35mm film canister. I have also cut
larger images of vehicles, animals, and monsters out that
take up multiple squares on a battle mat.
I've found that these types of enemies help my players get
into character easily and start attacking "the Stormtrooper
with the E-Web" instead of "the green die". Try this tip out
and the next time your players face a swarm enemies, see if
it doesn't make the combat a little more interesting.
Scrapbooking stores also have tons of little stickers in
many different scales that could also be used for tokens; I
bet you could find something that looks like a big dragon or
a fire elemental somewhere. There are probably also supplies
to build/decorate/organize a custom built GM screen. Stop by
and see what you can find...
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- Slavery In Fantasy Games
From: Ian Winterbottom
Slavery is not an attractive concept, I'll be the first to
agree; although it was practised for centuries, in fact
millennia. Ancient empires, and victorious ancient armies in
particular, were prone to regard the losers, their defeated
army and the conquered population, as not only a form of
resource but part of the loot! It might be all right for the
owner, I suppose - although I wouldn't fancy it personally -
but it can't be much fun for the victim.
However, this article isn't about the moral justification or
otherwise of slavery in the real world, but about its use as
an idea in fantasy or historical roleplaying.
In a Fantasy mediaeval or ancient milieu it's almost certain
that some sort of slavery is going to exist with
superpowered characters all over the place lording it over
all and sundry! In fact, the mediaeval feudal system itself
bordered on a form of slavery for the lowest orders, the
serfs and villeins. And where else are all those evil
overlords going to get their incredible armies? Not, in my
opinion, that anybody in his right mind and purple trousers
is going to sign up with the sort of loony who rises to the
top in fantasy evil circles. But then, orcs, goblins, and
the like are not bred for intelligence.
However, we digress. Where slavery comes in, in my opinion,
is as a plot device. It makes a great plot hook. You can
hardly miss it, let alone refuse to accept it, if your
character actually begins life as a slave! The whole story
can begin with his or her efforts to get out of it! Either
to earn his freedom in some way, such as the gladiator's
wooden sword, to earn enough money perhaps to buy his way
out, or to escape captivity and make a run for it, perhaps
from somewhere deep in enemy territory with every man's hand
against him and the prospect of punishment or the death
penalty should he be recaptured. The escaped POW would
perhaps be a good candidate for that idea.
Or consider the captured Pirate escaping from somewhere in
the Middle East or on the Spanish Main? Perhaps the slave
might earn his freedom in some other way. How about a slave
who saved his owner's life in some way, risked his own life
to save a member of his master's family, or did the owner
some other great favour?
Even if you don't take that route, any heroic PC worth his
salt is going to have some sort of dislike for the very idea
of the slave trade and be up for some action against it.
Even if the PC is evil, there's something a little repellent
about the concept; and you can surely find some way to give
the character an incentive to go against it. Perhaps someone
he knows has been taken?
As character background, it's a good beginning. There are so
many different kinds of slavery. Even the incomparable Conan
spent time as a slave. Most people can identify with the
escaped slave, perhaps the galley oarsman or the man
repairing the evil fortress, whose incredible labours have
given him the strength of Hercules and incredible toughness.
A slave gladiator can have learned just about any weapon or
fighting skills. A bodyguard too.
But that needn't be all the escapee has gained in captivity,
he may have lots of skills and proficiencies. You could
explain some fairly strange mixtures of proficiencies that
way. If he's been employed in some kind of administrative
capacity he could be literate, perhaps in more than one
language. Remember that a trained slave is worth more to an
owner! And he will be very good at whatever he does, because
if not, the consequences would probably be unpleasant!
Perhaps he's also been trained as a spy or secret agent, or
even an assassin? That would make a good NPC as well as a
player character, he'd make an interesting behind-the-scenes
villain? Perhaps under the auspices of someone else, whoever
sent him in to cause mischief?
And consider also his Master, or Mistress. Who was he the
slave of? A decent person who treated him well, trusted him,
perhaps even as a friend? Another reason he might have
learned many things. And what happened to that person. Is he
still around, and if not why not? Has our character or NPC
vowed revenge on the man responsible for his old master's
death? Or conversely, if his old master was a bad one, is
the quest for revenge against him ?
Slavery can also make a great basis for a campaign. One of
TSR's module series was a campaign against slavers; and Joel
Rosenberg's Sword and the Flame stories center round the
epic "war" against the mighty Slaver's Guild. A mission, or
several, might concern the finding and eventual rescue of an
important person who has been enslaved. Maybe a friend,
mentor, or old companion. Perhaps the heir to nobility, or
even a throne. Perhaps there has been dirty work at the
crossroads and the person has "disappeared"? Your players
might be enlisted to secretly search for and find the
missing person before he can be missed.
To give you something to work with, try these tables:
The Owner
- Slave hated the sadistic former owner. He wants to kill
him.
- Slave was punished unjustly for a crime he didn't commit.
He wants to prove his innocence.
- Slave was betrayed in some way by the former owner. He
yearns for revenge.
- Slave's family or wife/lover were sold. He desperately
wants to find them again.
- Slave's owner died and he/she was sold with the Estate.
He desperately wants to go "home", but cannot for fear of
recapture.
- Slave loved the owner, who was murdered, and burns for
revenge against the killer.
The Escape
- Slave escaped during the commotion of a bandit attack or
other emergency.
- Slave was left for dead, thrown overboard from the galley
or whatever and his owner(s) think him dead.
- Slave was freed or manumitted for something he did.
- Slave bought his freedom with gold or information.
- Slave was freed deliberately in a raid by guerillas, the
Underground Railroad, etc.
- Slave was manumitted in his old owner's will.
The Pursuit
- Brutal slavecatchers are on the slave's track.
- He was accused, justly or not, of murdering his owner and
a police agent or whoever is pursuing him.
- He was dedicated as a sacrifice and the Red Priests are
after him to cut out his heart.
- He "knows too much". He witnessed a crime or overheard an
incriminating conversation, and someone influential wants
him silenced.
- He bolted in panic, causing someone's death, during the
escape and his companions are seeking revenge.
- He's the only survivor of the party that buried the
treasure or hid the relic. The people looking for it
are determined he's going to talk and just as determined
he'll stay silent afterwards! He is equally determined
he's going to live long enough to get the treasure
himself!
The Problem
The character's enslavement has left a legacy:
- Held as captive by non-humans, perhaps Dwarves or Elves,
who perhaps didn't trust him at the time, and
consequently hates them intensely. Or, if his slavery was
happy, perhaps vice versa and he prefers their company?
- His captivity has left physical scars, disablement,
facial markings, tattoos, flogging scars, or the like,
making his history easily recognisable and almost
impossible to disguise.
- Some sort of magic, a Geas or its like, was put on him
during his captivity and is still operative, although he
may detest it. Perhaps he cannot do a particular thing or
must befriend someone who knows the secret word? Or,
he's under a Charm, but it won't show till the right
conditions are met?
- His Mother was the slave originally, held as in 1. above
by non-humans. He is of partial nonhuman ancestry and it
shows. (A good excuse for a non-evil half-orc! Or some more
exotic combination?)
- The very idea of slavery now makes him incredibly angry,
and he will go to any lengths to combat it wherever he
encounters it.
- He has a lasting hatred for the race, nationality,
religion, sect, or empire, or whatever it was that
enslaved him.
- Something that happened during his captivity has left
him with a phobia, such as claustrophobia, fear of
snakes, spiders, or whatever, which will only surface when
he's under stress (DM's decision). See the DM's Guide for
some good ones.
- He has difficulty in trusting or believing anyone or
anything; at discretion this might just give him a + on
his chances to disbelieve illusions or whatever?
- He's of a different human race, thus standing out from
the crowd and easily recognisable for what he is or was?
- Subject to the GM's approval, his captors or owners,
whoever they were, taught him some specific, useful skill
or proficiency. Perhaps elven archery, locksmithing, an
affinity with animals, or something else. The character
has one bonus proficiency, but the player must explain
this in some way and fit it in with his background.
There are probably plenty more, but those should give you
the beginnings of a few good character histories.
Return to Contents
- Minis For Mass Battles Tip
From: Chris Dickerson
Hi Johnn,
Great ezine, I've been subscribed since about Issue 112
(actually, I swear it was before that, but who's to argue
with an email program?) and look forward to each Monday. :)
Something I've done a few times when you've got a "Mass
Battle" to play out and you just want rough positions of
people/monsters without caring too much for stats and the
like, empty a bag or two of smarties onto the table/mat! You
can see at a glance where main forces are and which areas
are being depleted of numbers and need backup. And, when a
player kills something, they get to eat it afterwards.
If battles are big enough that you have trouble telling
friend from foe, use a different brand of 'smartie', or use
skittles or something for one side.
If you really want, this can work with smaller battles as
well, but is better for large gatherings.
I hafta give credit for this tip to whoever wrote "The
Evercandy Story" Paranoia adventure on the net - that's
where I first learnt of this trick.
Keep up the good work!
Return to Contents
- Shopping Trip Encounter Ideas
re: http://www.roleplayingtips.com/issue193.asp#r4
Andrew S. mentioned some great shopping trip encounter ideas
in his tips from last issue. These ideas originally appeared
on the Wizards Of The Coast web site and were written by
Eric Haddock. Check out the URL below for more ideas:
http://www.wizards.com/dnd/article.asp?x=dnd/re/re20020805x
Return to Contents
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