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 Post subject: How to run one player?
PostPosted: Sat Jun 23, 2012 7:15 am 
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Far-Sighted Wanderer

Joined: Wed Jun 13, 2012 5:13 am
Posts: 14
Location: London, Ontario
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?


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 Post subject: Re: How to run one player?
PostPosted: Sat Jun 23, 2012 8:24 am 
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Cold-Hearted Immortal
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Joined: Fri Jun 26, 2009 5:42 am
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Location: Chicago suburbs
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.

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 Post subject: Re: How to run one player?
PostPosted: Sat Jun 23, 2012 8:44 am 
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Deft-Handed Cutpurse

Joined: Thu Jun 09, 2011 7:05 pm
Posts: 261
Location: Central Vermont
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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 Post subject: Re: How to run one player?
PostPosted: Sun Jun 24, 2012 5:07 pm 
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Tight-Lipped Warlock

Joined: Fri Jan 28, 2011 2:52 pm
Posts: 1084
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.


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 Post subject: Re: How to run one player?
PostPosted: Sun Jun 24, 2012 7:07 pm 
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Tight-Lipped Warlock
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Joined: Fri Jul 07, 2006 1:26 am
Posts: 893
Location: the Towers of Carcosa
smathis wrote:
I'm such a shill for that product.


What, drinking games?


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 Post subject: Re: How to run one player?
PostPosted: Mon Jun 25, 2012 8:19 am 
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Tight-Lipped Warlock

Joined: Fri Jan 28, 2011 2:52 pm
Posts: 1084
Ogrepuppy wrote:
smathis wrote:
I'm such a shill for that product.


What, drinking games?


:lol:

Have a Luck point!


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 Post subject: Re: How to run one player?
PostPosted: Mon Jun 25, 2012 3:08 pm 
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Tight-Lipped Warlock
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Joined: Fri Jul 07, 2006 1:26 am
Posts: 893
Location: the Towers of Carcosa
(Is "Luck Point" our secret Thieves' Cant for "slug down a shot"?)


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 Post subject: Re: How to run one player?
PostPosted: Sat Sep 15, 2012 7:23 am 
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Steely-Eyed Heathen-Slayer
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Joined: Sun Jun 03, 2007 8:23 am
Posts: 598
Location: Auburndale, FL
Ogrepuppy wrote:
(Is "Luck Point" our secret Thieves' Cant for "slug down a shot"?)

:lol: That sounds like a fun drinking game. You could also make everyone that fails a luck roll take a shot.

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