|
|
|
#18 |
|
Join Date: Jan 2009
Location: Sacramento metro, California
|
The key to one-player and one-GM games is to tailor the game to the player.
You've got to communicate better than when you game for a group, because if that one player misses information, it greatly impacts the game. You can't do the inter-party conflict like in a regular game. You also can't have as many treacherous NPCs as in a regular party game. Provide a mixture of challenges, but use those challenges which work for the player. It looks like you have a player who is playing a defense-oriented fighter, so maybe some hold some territory adventures (like being on guard in capture the flag) would be fun. The hireling is a good idea. With only one player, there's no group camadrie so if you give the player a loyal sidekick and don't mess with the sidekick, then you've got a way to get them to roleplay. You also have, if done with discretion, a way to remind the PC of missed information. Good luck!
__________________
Currently Running: Without Number family games which use a lot of GURPS material for details when the players start asking(online, sporadically) Waiting For: Schedule Sanity to Play Car Wars and my Fnordcon special alt Car Wars cards! |
|
|
|
| Tags |
| advice, assistance, campaign, gurps, ideas |
|
|