Over the course of my time running tabletop role-playing games, I've
run groups of many sizes. I've even talked about running games for small groups before. However, today I'd like to focus on running
games with 2 people including the Dungeon Master. It's quite a
difficult kind of game to run and keep interesting. It also has
challenges that are unique to it. While some of these will sound
similar to my article on small groups, the problems are magnified
further since there isn't a group anymore. It also becomes much
easier to accidentally outshine the players and make it a game where
you, the Dungeon Master, are just playing alone with occasional
input.
Why?
Sometimes, you'll find that getting a bigger group isn't feasible but
your player still wants to play a tabletop role-playing game such as
D&D. Most often, it's a couple playing or a younger child with an
older sibling or a parent. In these situations, playing with only 1
player can still be preferable to not playing at all. I would avoid
doing this because the rest of the group failed to show. A single
player wouldn't be able to realistically face the threat in that kind
of situation and you don't want to cut out important plot occurrences
for other players. I've seen cases where a game was run and a benefit
to the campaign was provided, but it was not major and didn't involve
the main plot. The best way to describe it is a side quest that
happened during the party's downtime.
The Dungeon Master Filling In
Arguably the most straightforward way of running a D&D game for a
single player this is to have the Dungeon Master fill in for the
other 3 players in the party. I've done this before and seen it done.
It's hard to keep track of everything, to role-play 3 major
characters as well as doing the background stuff. There is also a
bigger problem. The Dungeon Master will have knowledge about what is
coming in the future, since they run the game, but also has to play
the main characters. This means that you run the risk of having
moments of the Dungeon Master party members looking completely
useless or out shinning the one player.
I'd personally not recommend doing it the above way. Instead, have
the single player hire specialists and body guards. This way, the one
player can still do the majority of talking, interactions and
furthering the plot. The hired NPCs may even be quite a few levels
below the player. The Dungeon Master can still use the player rules
to make the hired characters, but take special care to make sure the
player isn't out shown. It also means that since they are hired, they
won't have as close of a connection to the story and plot points. The
result is that it is far more believable that the Dungeon Master
controlled characters won't know what to do and defer to their
leader. The Dungeon Master will still need to role-play a lot, but I
find it's a lot less taxing this way. Doing this, however, still
doesn't fix the added strain on the Dungeon Master in Combat since
they have to play both sides.
The One Player Controls the Entire Party
If the single player controls an entire party, we have the reverse
problem. 4 characters or more are a lot to control as a player and
talking to yourself is even more awkward as a player. However, it
does solve the conflict the Dungeon Master is in between being a
player and running the game.
Combine the Above
Finally, we arrive to the most stable solution in my opinion. You let
the player control the party by giving orders in combat and other
situations but you, as the Dungeon Master, role-play them. It also
lets you occasionally be defiant, have realistic conflict within the
party and gives many other options. The role-play situation is solved
since being hired help and more distant from the conflict as well as
less knowledgeable, the rest of the party will be in a worse position
to interact. If they are lower level as well, it gives more
opportunity for the player to shine.
The down side is that it results in a rather limiting situation. It
only makes sense when hired people make sense. If something is
super-secret, you wouldn't want some random people you hired off the
street. It also doesn't work with some kinds of characters, such as
the solitary character forced into a group by circumstance. It works
really well for a noble character who often hires body guards, court
magicians and similar personnel. It also often works for a soldier
character who can call up old army buddies. In these cases, there are
often times where a clever Dungeon Master can think of something
(help provided from the local church of a god since interests align)
but in some cases it will be awkward. If the NPCs need to be paid
(the help from the Church may not need to be paid), money may need to
come more readily to the player in order to afford the new expense.
Having a single share of the loot may be enough to hire everyone else
or a sharing scheme can be worked out (if the player is higher level,
they'll probably get a bigger cut).
Level the Player Accordingly
Of course, the situation can be handles by leveling the character
higher as mentioned in my previous article about small groups of
player characters. It can also be handled by reducing the challenge
to a level their character can handle (can be a lot less impressive
in combat at low levels, and makes running officially published
adventures harder, but works reasonably well for role-play heavy
games) or letting the player have more than one class at once. All of
these methods are mentioned in the previous article. It also has the
added result of making the player feel more awesome. It can be
combined with the above, but the people hired will need to be
significantly weaker than the player. In those cases, the hired party
members are there to make things more exciting since they allow even
more enemies can be added in combat. However, they play a lesser role
than in the above situations.
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