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Silvanus79
Seeker

USA
58 Posts

Posted - 24 Sep 2006 :  19:41:23  Show Profile  Visit Silvanus79's Homepage Send Silvanus79 a Private Message  Reply with Quote  Delete Topic
Well, greetings everyone. Yep, I'm a noob; this is my first entry on these boards. I've been a reader for a while, but I finally have something that I think is post-worthy. Actually, I've run into a brick wall and I need advice.

Here's the situation: due to scheduling conflicts, my group has, well, ceased to exist. I have been subsisting on short games with my fiance, who has become an avid gamer. These games, while fun, have become a bit dull. I always DM and we each always have 2 characters. Her obsession is with the role-playing "drama" aspect of the game, and while I love that part of D&D, I am also a fan of the traditional dungeon crawl. So, needless to say, finding a balance has been...difficult. We have a pile of discarded characters who were lucky to make it to a second session. So, here's where (hopefully) all of you come in.

First of all, do one-on-one games with just one character per person work? Honestly, now. And if it does work, what do you do to keep it going? I've found that we get bored, sometimes rather quickly.

I would like to start a campaign that she would be interested in, but still have the action I enjoy. She seems to be obsessed with Thay, namely Szass Tam, but I want to avoid the high-level games that such characters usually entail, at least initially. So, experts, I need a good way to include the Red Wizards in a low-level game that eventually leads to Szass or some other Zulkir in a convincing way. She has a tendency to remember everything she reads, so she'll catch any holes I leave in the story.

Any ideas would be greatly helpful, and I'm sure we would both be quite greatful.

Procrastinators unite! Tomorrow.

Kuje
Great Reader

USA
7915 Posts

Posted - 24 Sep 2006 :  19:58:09  Show Profile Send Kuje a Private Message  Reply with Quote
Well, in my experience 1 on 1 games do work. Hells, I've been running a 1 on 1 email game for 2 years!

How to keep it interesting.... that's a bit harder to answer. I usually let the PC do what he wants with his character or the ideas that he's come up with. We toss the rules all the time, because why do you need balance for 1 on 1 game. And when there are some times when things seem to be getting static, I add some plot to advance the story or keep the game going.

He has a lot of politics, merchant contracts, a settlement that some of his npc companions over see, a temple others over see, etc.

As for Thay and red wizards. Maybe start with one of the enclaves or an invasion of Rashemen or Aglarond. Or maybe a red wizard that is a slaver. Just a few ideas that I thought of as I was writing this.

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

Scribe for the Candlekeep Compendium
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 24 Sep 2006 :  20:44:33  Show Profile Send Jorkens a Private Message  Reply with Quote
I have generally had more success with various one on one games than with groups during my years of DM'ing. As Kuje also mentioned the rules have often been thrown out when the story needs it.

The main advantage to one on one games for me is that it gives me more chances to play the npc's and that players can really go on an ego trip like two hour long court cases, arguments with the Blackstaff over his methods or long discussions over the most significant or insignificant of things. In a group this can (naturally) lead to some players snoring. My most successful campaigns of this nature has been using completely different systems for the realms, but I have some great memories of 2ed. also.


How to keep it interesting? Well as with more players its a matter of balancing player wishes and DM story, as there is only one player to comply with I prefer one on one games when I feel like story telling adventures. I have never been one for dungeon crawls, but interesting NPC's to banter with should keep things flowing.
I have also found that tables for critical hits and fumbles, which in group games often leads to total chaos, can give the element of randomness that heightens combats. Bare in mind I don't play 3ed., so I don't know how this would work with this edition.
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Silvanus79
Seeker

USA
58 Posts

Posted - 24 Sep 2006 :  20:56:45  Show Profile  Visit Silvanus79's Homepage Send Silvanus79 a Private Message  Reply with Quote
First, I must apologize if my replies today seem...scattered. I am at work and I have to answer the phone between words. I appreciate your quick replies, though I think I cut my first message a little short, without fully explaining my question. First of all, in reference to the one on one gaming, I was more interested in hearing feedback on what you thought of multiple characters per player as opposed to just one. Also, if there are extras, should they be in the control of the DM, or be split between DM and player?

In regards to the ideas for the game, I don't want to sound like a new DM. I'm not. Actually, I've been running the Realms for over 10 years now, though rarely in one on one games. My problem is that, over the last 10 years, I have done a lot of gaming. And I mean a lot. We played 5-6 nights a week for years. And, as such, I tend to get the "I've done this before" attitude to nearly everything. And that's why I was looking for a fresh perspective from other Realms DMs. What unique ideas have worked for you? Any others that you're wanting to try? Our basic gaming session lasts a whole evening, usually twice a week, and she is into the character interaction ("drama"). I'm a huge fan of interaction, but I also like the combat/puzzle solving aspects of the game. Unfortunately, she hates puzzels, and it's pointless for me to put one in just so I can solve it for her. So, with my scope of search tightened a little, I anxiously await replies...

Procrastinators unite! Tomorrow.
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 24 Sep 2006 :  21:12:23  Show Profile Send Jorkens a Private Message  Reply with Quote
Two characters for the player usually works fine in my experience, I will usually control one to three as a DM although this will of course vary greatly.

As for ideas; I find it difficult advising other GM's as style and preference is so individual. For me a advantage in one on one games is that you can depart from the common adventure structure as there is only one pc and their motivation. Action situations can also be made more intense and formed around taste more than turns. Imagine for example a burglary with one pc and one npc, with whispers and sudden surprises before fleeing into the underworld again. Something like Howards Tower of the Elephant- story or a detective story with the player trying to find a Zentharim spy in the best Cloak and Dagger style.

I don't know how helpful this is for you, but unfortunately its the best suggestions I can give you.
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Mace Hammerhand
Great Reader

Germany
2296 Posts

Posted - 24 Sep 2006 :  21:17:56  Show Profile  Visit Mace Hammerhand's Homepage Send Mace Hammerhand a Private Message  Reply with Quote
OK...first things first: Multiple characters suck...big time! Hate it, won't allow it...ever!

As for the drama etc. to be honest it always is a mixture, but if she enjoys drama go along with it...with a twist, as always. All in all there is probably more intrigue in the Realms than there are battles/riddles etc. You are in the optimum position to play stuff that would normally be completely impossible to play, like the fleshing out of characters. (In the one on one game I had with a player, her character ended up rolling in the hay with (whatshisname) Elaith Craulnober, not that we did any real detail work with that, but it made it possible for me to convey emotions that her character (a drow) experienced for the first time, and also the big uh-oh moment when Craulnober realized that the drow "illusion" actually wasn't...

You can do riddles, but more intrigue based ones. Let your fiancée become involved/a victim of schemes she has no control over and has to think her way around to solve the problem...

As for sidekicks, well...let the DM run them...and make them entertaining. In my campaign I enjoy playing the part of a 3000 year old dwarven ancestorial axe named Dhumagahoin, and my is he a fun loving spirit...plus he most definitely knows stuff the characters have no clue about...

Mace's not so gentle gamer's journal My rants were harmless compared to this, beware!
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Kentinal
Great Reader

4702 Posts

Posted - 24 Sep 2006 :  21:18:07  Show Profile Send Kentinal a Private Message  Reply with Quote
Well some online gaming I do, I often play more then one character. It can work well it can fall apart. It dpends on the quality of the player.

The bigist risks that I see in having one player play are then one character are meta gaming (bot characters know what only one character knows, instant mind reading knowing planed actions of the other character etc.) and a player that plays both characters like twins (perfer one class, has same goals interests etc. ).

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Silvanus79
Seeker

USA
58 Posts

Posted - 24 Sep 2006 :  22:10:58  Show Profile  Visit Silvanus79's Homepage Send Silvanus79 a Private Message  Reply with Quote
You bring up a good point there. It is difficult to separate what each character knows. I saw a way around it, once, and it blew my mind. One of my friends played a pair of characters from the Dragon Magazine compendium that was released a while back. There's a race in there that is solely twins, and he played them. Both twins were Psions (Telepaths) who kept an almost constant link between them. It was quite impressive to see what those two were capable of!

Procrastinators unite! Tomorrow.
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Kalin Agrivar
Senior Scribe

Canada
956 Posts

Posted - 24 Sep 2006 :  23:10:53  Show Profile  Visit Kalin Agrivar's Homepage Send Kalin Agrivar a Private Message  Reply with Quote
my experience with 1-on-1 games is basically that the player usually needs an "uber" character (like most of the stars in the novels) to survive

maybe you could use the gestalt rules...

Kalin Xorell El'Agrivar

- High Mage of the Arcane Assembly
- Lore Keeper of the Vault of Ancestors
- 3rd Son of the Lord of the Stand
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 25 Sep 2006 :  03:09:36  Show Profile Send Jorkens a Private Message  Reply with Quote
Some times two characters can be an advantage in a one-on-one game, as this gives the player some opportunities to play an irresponsible or action before words character and at the same time have another one able to do the thinking and talking. This can free the player from being a little bit straight jacketed by the one characters actions being final. To give an example, playing Dragonlance with one player and that player has a love of Kender; it will be a saving factor for both my sanity and the adventure to have another character to "filter" the adventure through.

The other character can also save situations where the player, by bad luck or misunderstanding, says or does the wrong ting at the wrong times. I am talking of those cases where in a group it would be easy for one of the other players to step in and the other alternative would be very fast thinking by a DM to save the situation. Some times this can give a better stability to the adventure than one player.

As always it comes down to the style of the player and DM involved; some times multiple characters have their advantages, sometimes one is best.
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Silvanus79
Seeker

USA
58 Posts

Posted - 25 Sep 2006 :  18:57:30  Show Profile  Visit Silvanus79's Homepage Send Silvanus79 a Private Message  Reply with Quote
Okay, I'm working on a game based on a few suggestions you all provided. Now, on to another question. I am curious as to how some of you have handled priesthoods of deities that have both good and evil priests. Some of those neutral deities that "swing both ways" (sorry for that...). I've always played it as a unified clergy that grudgingly gets along because of their common worship. Does everyone go that way, or are there more open conflicts in some of your worlds? I was inspired by some of the persecutions in Christianity's history. In other words, different sects of the same religion may or may not get along.....let's see what everyone comes up with now...

Procrastinators unite! Tomorrow.
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Kuje
Great Reader

USA
7915 Posts

Posted - 25 Sep 2006 :  19:11:21  Show Profile Send Kuje a Private Message  Reply with Quote
Different sects that don't get along is how I run some of them.

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

Scribe for the Candlekeep Compendium
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 25 Sep 2006 :  19:23:50  Show Profile Send Jorkens a Private Message  Reply with Quote
It depends, sometimes its individual evil priests with personal agendas and ambitions, sometimes its groups forming their own sects. Even single alignment religions can have feuding sects. I have generally downplayed alignment anyway, so it does not matter as much as the general personality of the leading priests of the grouping.
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Silvanus79
Seeker

USA
58 Posts

Posted - 01 Oct 2006 :  18:49:10  Show Profile  Visit Silvanus79's Homepage Send Silvanus79 a Private Message  Reply with Quote
Well, I would like to thank all of you for your input. I must say, so far the campaign is a smashing success. We have logged nearly 15 hours of quality 1 on 1 gaming over the last day and a half. One character apiece is making things run smoothly. My only concern is that her character is going to gain experience extremely quickly, causing me to upgrade all of my NPCs before I wanted to. But, all things considered, going good so far.

And the advice about priesthoods inspired me. I am running a Cleric of Hoar, and needed a way to have him run into her character. Well, the campaign required her to leave Velprintalar by ship, and he just happened to hop aboard. You see, he wasn't exaclty aware of the actions of the Sons of Hoar in Aglarond, and he didn't take too kindly to suddenly find himself associated with a group on the verge of inciting political rebellion! Imagine how quickly he ran for the harbor...

So, all of that said, I think I know where I'm going with it next, but I want to know what kinds of success you all have had with running actual road-based encounters in Sembia. She has to cross the country in order to get to Cormyr and I want something to happen in Sembia, but I've never actually adventured or ran campaigns there. Any suggestions?

Procrastinators unite! Tomorrow.
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 02 Oct 2006 :  10:11:57  Show Profile Send Jorkens a Private Message  Reply with Quote
Well, the only adventure I played out of Sembia was city based political intrigue, but here's a few suggestions for traveling troubles.

Cult of the Dragon; Sembia is a stronghold of the cult and the PC can get involved in all from brigandry and weapons smuggling to political manipulations of the local governments.

Elven bigotry; Local villagers have captured an elf that they blame for the failing cabbage harvests. the real offender can be zealous druids, bad weather or even the elves friends getting even for earlier Sembian actions.

Traveling minstrels; can both be tale tellers or threats in disguise (were-creatures are good for this)maybe an over amorous werewolf starts stalking the character and Sembian governments notice that killings follow in the characters wake and get suspicious.

There are also innumerable tax-collectors, merchants and petty nobles that can demand money, be in trouble, invite to parties, mistake your identity etc, and they don't easily take no for an answer.

Sorry that I can not think of more, but I have a bad case of the flue and my brain is not functioning properly this morning.
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Alisttair
Great Reader

Canada
3054 Posts

Posted - 11 Oct 2006 :  17:34:38  Show Profile  Visit Alisttair's Homepage Send Alisttair a Private Message  Reply with Quote
Another 1 on 1 possibility is haveing the person run 4 characters (or 6 if he can) and run him around Undermountain for straight hack n slash....if that is their cup of tea of course.

Karsite Arcanar (Most Holy Servant of Karsus)

Anauria - Survivor State of Netheril as penned by me:
http://www.dmsguild.com/m/product/172023
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