#195 Running Single Player Campaigns, Part II
#195 Running Single Player Campaigns, Part II
#195 Running Single Player Campaigns, Part II
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CONTENTS:
--> A Brief Word From Johnn
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My campaign is still on hiatus while my day job and writing schedule keep me too
busy to plan for and think about GMing. However, I am playing weekly in a great
campaign so I'm still getting my fix.
For example, I love seeing how the various monsters move, hearing the noises they
make, and watching their attacks and special abilities. The drow priestesses and
the mind flayers are particularly cool. It's great inspiration!
Cheers,
Johnn Four
[email protected]
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By Johnn Four
For example, imagine a party of heroes who have just tracked down an informant in
the grey area of town. They corner him and start demanding answers. Each PC might
have questions to pose, or perhaps the players filter all their queries through the
most charismatic PC. Either way, the informant better speak up!
Imagine this scenario with a single PC. Is that character intimidating or charming
enough to interrogate the informant by himself? Can the player think up enough good
questions on his own? Can he think of them fast enough to keep the informant on the
defensive? Long, thinking pauses kill momentum fast.
Design examples:
In single player games, your player will be more open to non-lethal combat and
civilized adventures than multi-player groups often are. With no competition for GM
and NPC attention, solo players might even enjoy this type of game more.
The first three bullets were covered in Issue #194. The last bullet is required
because the player needs to know what's possible and the GM needs to be able to
evaluate consequences quickly and confidently.
It's good to have long term, big goals like "overthrow the
evil regime", but ensure the player has at least one goal
that is achievable each session.
7. Roleplay More
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With just one player to manage, you can fit more game into
each session. Use this as an opportunity to roleplay.
Develop your NPC portrayal skills. Even if the upcoming encounter is guaranteed to
end up in bloodshed, give the foes a distinctive feel or memorable behaviour.
For example:
* The evil warrior starts the encounter off far away from
the PC, but within yelling distance. As the character
approaches, the fighter yells various insults and bangs his
weapon against his shield, working himself up into a frenzy.
* Lying
* Bluffing
* Misleading
* Understating the truth
* Buying time
* Knowing friends are eavesdropping nearby
* Going against his morals, ethics, or good judgement
Twirl a fake moustache when the barkeep gives his daily receipts to the PC. Avoid
looking in the player's eyes when an informant provides partial information.
See how subtle you can get because when your player figures
out these "puzzles" they'll be immensely satisfied--
satisfied to the same degree as was the challenge in
noticing and interpreting the behaviour.
Don't worry if the player doesn't notice the tell the first time. You wouldn't say
"you missed a secret door back there, better go back" would you? :) Instead, allow
for repeat exposure, NPC recycling, and having fun while roleplaying.
* * *
Do you have any single player gaming tips? If so, send them
in to share with the rest of the list at:
Thanks!
Johnn
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To speed up play time, our character sheets have all the standard items already in
them with a place for how many and a price. Even clothing with a place for a colour
and style. This speeds things up considerably. To keep my games running smoothly
there are 'shopping-admin' breaks. These are normally at settlements when there are
no actual plot elements being presented and the players have a chance to purchase
all that stuff. This is usually where one player or other will make coffee and so
on.
Dear Johnn,
While this can be done in numerous ways I find the following most effective:
* Have them wait for items. One does not simply waltz into a
blacksmith with a pile of ill-gained gold and then calmly
waltz out with half the shop's inventory. Constructing
plate armor takes a lot of time.
* Make sure that the world they play in lives and breathes.
Most of the time players think (a belief spurred on by the
unfortunate nature of video-games) that the world is moved
by them and, should they stop for any length of time, the
world will patiently wait them out. This is easy to solve.
Most of the time all it takes is a couple of details to make
the difference, say:
1) Your player witness the changing of the seasons, the
coming of harvest time the preparations for winter.
2) They see a local festival or religious observance.
3) Kingdoms pass new laws or change subtly in organization.
What I did to help alleviate some of the issues is the following. I purchased
several packs of white and neon colored (green, yellow, pink, orange & blue) 3x5
index cards. When an item is discovered on a fallen enemy the player will write
down the item on a certain color card as well as any descriptive information that
the DM can give about that encounter/enemy/room that will help him/her look up the
information whenever the party gets around to identifying it. We happen to use the
following color schema (tending to run through the yellow and green fastest)
Potions = Yellow;
Scrolls = Green;
Wands = Pink;
Magic Items = Blue;
Magic Weapons = Red;
White is reserved for mundane/Masterwork items.
The items can be distributed on the spot to the rest of the players or after they
have been identified. Once identified, the price of an item (as well as any
charges/caster
level/etc.) is also added to the card so that if it needs to
be liquidated the sell price can be taken as a percentage
of the MSRP. Potions, scrolls and wands are kept on cards
and then destroyed once depleted/used. Duplicate scrolls and potions can be added
to the same card, but whenever it is used, the item is scratched through with a pen
or some other permanent marker. Magical items are identified and a player selected
to receive the item. At that point he/she takes the card and does not destroy it
until it is integrated onto their character sheet.
For an advanced usage, we use a simple 1-hole punch to put a hole in the top right
corner and then the use a single binder ring to keep them together. In addition,
frequently used items, such as healing potions, can be laminated as permanent
tokens that are taken away when used and given back as they buy more.
3) A well-defined land, or city, or whatever the players are expected to spend the
most time in, helps a lot since then the characters can start plotting with local
thieves' guilds, evil barons, terrorizing the local populace, etc.
5) Evil characters in our campaigns often only get along because of a respect for
the other group members' skills. A healthy fear of dying trying to steal from the
lawful evil monk will stop you from attempting to rob him blind. That being said,
we almost always have one PC try to kill another in games. Not all PCs of course,
but some of them just don't get along. We have a group of around 5-7 people so that
can mean a lot more interaction between players.
6) The DM is never prepared for what the party is going to
do next. For instance, we had a person enter our evil game late. I was playing a
wizard who specialized in controlling minds and another was playing a monk whose
main goal in life was to build a monastery.
We realized he would just try to kill us as soon as the week was up, so we searched
for and found a potion of forgetfulness and had the assassin tell us his full life
story. We then had him drink the potion, wake up on one of our beds and convinced
him he been summoned by us because of how good he is. We had brought him here to
help us, but he had to listen to us or we'd just send him back. We used his known
life story to convince him we knew everything about him. 2-3 hours later the game
was half over and we hadn't even left the keep. We all had a great time, but none
of us expected it to go down that way nor that just the introduction of a character
would take that long.
5. Pirates Resource
From: Palmer Of The Turks
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Here's a good start on pirate related links:
http://www.talklikeapirate.com/links.html
There are good links in the Real Pirates and Their History section.
Here's why:
Finally I began to twig to the idea that as GM I could influence their behavior by
rewarding good behavior and punishing bad behavior. Rewards were funny and/or silly
comments that made them giggle. Punishment was a bombastic statement that the
universe was going into stasis for 10 seconds until the gods were no longer
offended by the lowly characters' behavior. This was not only effective, it served
to focus their attention more on the goals of the game. Anything longer than 10
seconds would simply not have worked, given the ADHD / hyperactivity.
Finally, my older son found the wizard and was on his own trying to fight the
monster jailor, with little success. He had one 10d die to roll against the
monster's 8d/10d/12d dice rolls. His brother, seeing the fighting as fun, got into
the fray as well, but they were both losing by fighting separately. My older son
then asked if they could combine their die and roll together as one combined
character. As GM I instantly modified the rules to allow it. The moment they both
realized they were winning the fight, they cooperated flawlessly. I was astounded.
I had NEVER seen this level of cooperation before in the last 4 years.
Of course, the moment they defeated the monster and had to cooperate to carry the
wizard back to the dungeon exit, it was another story. However, given the brief
success, I was unwilling to let them revert, so I amended the game and my approach
to place the dungeon dragon on the table and make his presence incredibly
intimidating. They cooperated again and scurried off with the wizard, and won the
game.
We all won.
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http://www.darkmyst.org
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Johnn Four
mailto:[email protected]