Basically, what should a GM do to run an adventure for just one player? Thematically, it shouldn't be a problem (many heroes of Appendix N adventure alone), but how to adjust DCCRPG to fit?
Originally, I was planning to just run one level one character through a level 0 adventure, but even if they survive that, how do I make the character in the first place without a normal level 0 funnel?
How to run one player?
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- finarvyn
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Re: How to run one player?
If you're planning on running a funnel, have the player generate maybe 5-6 zero-level dudes and run him through a shortened adventure. Remember that part of the purpose of the funnel is to trim the characters down to one or so and, since he has fewer total characters than a group of players would have, make sure that the adventure is short enough to do the job without killing everyone.
If you're planning on running a higher level adventure, you might allow him to pick a couple of levels from each of two classes, such as a fighter-wizard. Typical party adventures are often set up to make use of the whole spectrum of specialties that different character classes can provide, but a single class often is missing many of those specialties. (E.g. some adventures don't work well without a thief.) Allowing an easy multi-class system avoids some of this issue.
If you're planning on running a higher level adventure, you might allow him to pick a couple of levels from each of two classes, such as a fighter-wizard. Typical party adventures are often set up to make use of the whole spectrum of specialties that different character classes can provide, but a single class often is missing many of those specialties. (E.g. some adventures don't work well without a thief.) Allowing an easy multi-class system avoids some of this issue.
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DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
Re: How to run one player?
For a higher level adventure the player could also run a few henchmen or hirelings that are lower level to fill out other classes.
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- Cold-Hearted Immortal
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Re: How to run one player?
Henchman. Retainers. Meinvt is wise.
Of course, if I only had one player, I'd dust off my copy of Mythic and run DCC 2-player GM-less. I'd also probably have a drinking game set up around rolling a random event in Mythic.
I'm such a shill for that product. DCC too, truth be told.
Of course, if I only had one player, I'd dust off my copy of Mythic and run DCC 2-player GM-less. I'd also probably have a drinking game set up around rolling a random event in Mythic.
I'm such a shill for that product. DCC too, truth be told.
- Ogrepuppy
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Re: How to run one player?
What, drinking games?smathis wrote:I'm such a shill for that product.
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- Cold-Hearted Immortal
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Re: How to run one player?
Ogrepuppy wrote:What, drinking games?smathis wrote:I'm such a shill for that product.
Have a Luck point!
- Ogrepuppy
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Re: How to run one player?
(Is "Luck Point" our secret Thieves' Cant for "slug down a shot"?)
- DCCfan
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Re: How to run one player?
That sounds like a fun drinking game. You could also make everyone that fails a luck roll take a shot.Ogrepuppy wrote:(Is "Luck Point" our secret Thieves' Cant for "slug down a shot"?)
"When creating your character,choose an ethical system that can justify nearly any fit of temper, greed, cowardice, or vindictiveness, for example, Chaotic Violent..."
THE PROTOCOLS, ADVANCED PROTOCOL #10
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