Tuesday, December 29, 2020

One on One

System Matters
In my last post I talked about playing a FRP campaign with a single player controlling a single character. Typically a fantasy role-playing game is designed to accommodate more than one player at the table, often relying on a diverse group of characters each contributing their different specialized abilities toward the success of the mission. Such systems usually have mechanics which protect the niche area of expertise so that character strengths do not overlap. In this way each player is encouraged to cooperate with others to achieve their shared goal.
The game system that we use in our role-play game matters on many levels. Some systems allow each player to control more than one character, often calling these secondary characters by descriptive titles like "sidekick", "henchmen" or "hirelings". Some FRP game systems handle a single character better than others. In many old school games the designers assume that an adventuring party will include several characters and that each character will differ from others in possessing a group of abilities defined by character class.  In a system that uses class each character's unique set of abilities are combined with the abilities of other characters to make for a team of specialists who while working together will provide each character their unique time to shine as their abilities are needed to resolve various challenges. 
In contrast to the "team" approach, a game featuring a single character will necessitate that character to be rather self sufficient. A character that possesses a variety of skills and abilities, including the capacity for magic seems advisable. Some systems, usually those that do not use the class system and allow for a great deal of character customization including martial and magic skills, can handle this better than others. 
In thinking about The Last Dragon Lord campaign I considered a number of systems and settled on Tunnels & Trolls. It is a system that has been around for a number of years and has gone through several editions which are all closely compatible with each other. The folks at Flying Buffalo, Inc. who publish Tunnels & Trolls early on adopted solo play and the system works well with a single character. Other FRP games which I would quickly consider equally adaptable to solo play include GURPS and any of Chaosium's games based on the Basic Role-Playing system. Both GURPS and BRP are skill-based systems allowing for a degree of character customization which may include a broad range of abilities including an aptitude for magic. It takes a bit more planning and work, but I suppose most any system may be adapted for solo or one-on-one play using a single character.
In addition to having a variety of abilities, the single character needs to be resilient enough to survive a few "hits". Otherwise the game becomes rather chancy as any bad dice roll may end the game prematurely. Resources, including "hit points" need to be gradually reduced in order to facilitate the player making decisions regarding risk. In a game featuring several characters the disabling or even "death" of a single character will seldom bring on an end to play. 
If using a system such as the original edition of the world' most popular role-playing game (White Box) I suggest an elf for the single payer character. The White Box elf combines the class abilities of the fighting man and the magic user giving the character access to both "strengths". The elf uses the most advantageous saving throws, weapons and armor of the two classes. The system as it appears in the original three little brown books contains no skill mechanics as such and I interpret this to allow all character to try just about any action under the assumption that they are competent adventuring types. Hit points is my concern when using the rules as written here and I believe some adjustment is in order when playing with a single character. Perhaps allowing the elf to roll two "hit die", one each for their status as fighting man and magic user and adding the results together. This would at least make the first level elven character a little more robust. 
As The Last Dragon Lord, our character can be assumed to be a cut above normal folks, even as an apprentice. As such, it seems appropriate to set the game up to deliver a heroic feel to the character. They should prevail in most encounters and the referee should give careful thought to their odds of surviving any encounter. Therefore I would suggest tilting the game slightly in favor of the character - something I usually avoid on principle believing a good challenge is more rewarding for players than an easy romp through all obstacles.
The one on one game allows the referee to tailor the entire campaign to the preferences of a single player, therefore a bit more customization of the developing setting seems in order. Following the players lead whenever possible, the referee might want to use role-play with NPCs (and out of game discussion) to help plan the future direction of the campaign including adjusting encounters, magic items and conflicts so as to give the player more of what they want. I would also suggest that combat take a back seat to role-play as social encounters present the referee with more "control" than combat encounters during which the outcome can be very dice dependent. Of course setting the tone as such may require some discussion with the player if they are inclined to "shoot first and ask questions later". A role-play rich campaign allows the player to more fully engage with the world, to discover more about the world and engage with the world on a level seldom achieved in a "shoot and loot" type of campaign.
The one on one FRP game is something unique requiring an adjustment of expectations and methods of play. It can be rewarding and it definitely offers a way to engage the hobby under circumstances that prevent play in a larger group.

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