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#21 | |
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Join Date: Jul 2007
Location: One Mile Up
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Quote:
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#22 | |
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Join Date: Sep 2004
Location: Southeast NC
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Quote:
Having a party of heroes creates a continuity that outlives any specific character, or even all of the original members.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#23 | |
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Join Date: Aug 2004
Location: North Yorkshire, UK
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Quote:
Graham
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Free GURPS tools for Fantasy Grounds at www.spyke.me. |
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#24 | |
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Join Date: Aug 2004
Location: North Yorkshire, UK
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Quote:
Graham
__________________
Free GURPS tools for Fantasy Grounds at www.spyke.me. |
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#25 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Note: the OP mentioned rules-lawyering in Battletech. I see that as actually dangerous, since GURPS has a big emphasis on when in doubt, the GM should apply what is sensible (despite rules being very solid and detailed compared to many systems).
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#26 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Since you want a DF style game, I would start by trying to familiarize yourself with particular subsets of the rules (think of the training missions in CRPGs, where they introduce all the controls and so on). For example, to figure out combat, start by just having a 1v1 arena battle, then gradually increase things.
Alternately, while Caravan to Ein Arras is not designed for dungeon fantasy level characters, so you might want to use cheap versions of the archetypes, it's actually a rather well built introductory adventure. |
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#27 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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I second Caravan to Ein Arris as an excellent intro adventure for both novice GMs and novice players. You can even play it with only Lite. In fact it will help you learn the ropes. I recommend against your wife controlling many characters. You're doing one on one, so take advantage of it, and go immersion-heavy. Make her the hero of her own movie (scale the encounters to match her character).
Working with many characters is trickier than it seems, and will break immersion. Maybe neither your wife nor you know enough to see that, but trust me on this. BTW, one piece of advice, specially on your first game, "when in doubt, roll and shout" (I'm pretty sure it's in the basic set, as a pullquote, and does not require actually shouting), meaning that you must keep the ball rolling. Prepare to feel mentally exhausted in your first sessions. |
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#28 |
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Join Date: Sep 2004
Location: Southeast NC
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Good point. A one-on-one campaign of, say, a globe-trotting reporter would work great.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#29 | |
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Join Date: Dec 2010
Location: Seattle
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If the intention is to create a powerful, heroic character, you still might want to go for a couple of sessions to establish background where the character is younger and/or less experienced. Also, just outright getting used to combat can be scary if you're allowing your PC to die; one way for both of you to get used to this is to run a couple of mock combats.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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#30 |
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Join Date: Jun 2008
Location: Provo, UT
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I've only run a couple of one player games but I have to say the best was when that single player was a thief-type character.
IMO Rogues, Thieves, Burglers, etc make for the type of Solo play. Anything can work obviously, but a good thief game is almost better done solo. |
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| Tags |
| dungeon fantasy, feedback, neophyte, new players, no experience, one-on-one gaming, single player gaming |
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