Playing God: World Development
and Other Random, RP-Related Musings

As I've mentioned in my past few columns, I haven't been GM-ing much lately. Our tiny roleplaying group recently merged with a much larger group (12-14 people total, since we joined). Even if they weren't already playing two games, I'd never run a game for this group... the idea of entertaining and managing that many players is scary! As well, my on-line group has had to cut back on our gaming, due to bad work/school schedules all around. So, the only real game I'm running these days is a little Changeling/Mage/Mummy game for my dear husband Chris. And so, this month I will discuss the joys of one-on-one gaming.

There are a few good reasons to run a one-on-one game, which I will go over now.

  1. You've just picked up the source books for a new game and you want to try it on a small scale before you run it for your whole group. In this case, you can get a trusted, experienced gamer to play a mini-campaign with you, and you two can learn all the rules in a more relaxed setting.

  2. You have a shy newbie gamer who needs to learn the ropes. A person like this might feel more relaxed playing in a one-on-one game before they join a larger group. It's much easier to teach a new gamer in a personal game like this, as you can focus all of your attention on them.

  3. You and your significant other don't watch TV and need something fun to do. Why do you think I'm running Changeling for Chris? A one-on-one RP campaign is much more mentally stimulating than watching TV or playing simple board games.

  4. No one else wants to play! There are several ways this can happen . . . either you and your fellow player are the only people you know who game, or maybe the two of you want to try a new system and the rest of your group only wants to play d20. Or then again, maybe your entire group is out of town for the holidays, leaving you guys with nothing to do on Saturday.

  5. Character background/introduction stories. If you have time, it's cool to do a little solo RP with each player in your game to flesh out their character background and get them worked into the story. It helps the player get a feel for their character before meeting up with the others, and also serves as a good way to clear up any questions about the character's abilities.

  6. Just because you feel like it. I really didn't need to add this one, but it makes my article look longer!

There are a couple of drawbacks to running a one-on-one game, such as the need to run more NPCs to make up for the lack of PCs, and also the fact that in larger groups, it's more likely that someone will come up with a good idea to get past a trap, puzzle, or other sticky situation. Many's the hour I spent banging my head over a puzzle in the first EarthDawn campaign I played, when someone else might have immediately seen the solution.

On the other hand, what you lose in brainpower, you make up for in intimacy, for lack of a better word. Oftentimes when I've played in games with multiple people, it's been difficult to actually roleplay anything that didn't involve the whole group... if two characters were having a private conversation, or one character went off to do something on their own, invariably someone else in the group would get impatient and try to cut things off. In a one-on-one game, you can take your time with the roleplaying and really develop your character.

In fact, this brings me up to the subject of character-driven stories. You can do a character-driven story for a group, but I find that it works a lot better on a personal basis. Whereas a plot-driven story puts the characters in a situation that isn't specific to them (ie, they were hired by the King to slay a dragon, but the King could have hired any group of heroes to do so), a character-driven story focuses on a single character and her troubles or goals (for example, looking for a missing sibling or trying to become the most powerful mage in the world).

The Changeling game that I'm running focuses on the goals of a character named Dare. I like running a game in which a character has a goal . . . The character determines the basic plot - I just add the NPCs and throw obstacles in his path. Oftentimes, the NPCs are the obstacles, since they're all a part of his goth-band. If his drummer and guitarist aren't talking to each other, or his flutist nearly gets herself killed while hunting vampires, Dare has trouble on his hands.

The great thing about a goal-driven game is that you can make a character do all sorts of things if you convince him that it will help him achieve his goal. It's a great carrot to dangle to get him to go on this great side-quest that you've dreamed up (too bad I haven't dreamed up any great side quests. Oh well. I'll just keep messing with his mind through his NPCs... bwuhahaha!).

If your player doesn't have a goal for his or her character, you get stuck with the task of making up the entire story, but that's OK. You can always find some way to motivate a character to do something. I recommend getting to them through their friends and family, but that's because I'm both evil and lazy. Actually, it's much easier to get a single character involved in a story than to get a whole group together and interested in the plot. Don't you just HATE falling back on the old "you all meet in a tavern" shtick?

There are a couple of drawbacks to character-driven games, the main one being that if the character dies, well, that's the end of the game. A new character isn't going to step in and take over. You have to be willing to fudge the rules a bit to make sure that the character doesn't die, unless they do something overwhelmingly stupid. Of course, you could be like me and just not have any combat situations in your game (quick opinion: World of Darkness combat rules suck ass and give me a headache).

If you don't feel like going to all of the effort to craft a character-driven story, another fun option is to run a normal game, with your player playing several characters. I've played as many as 4 characters at once in a one-on-one D&D game and a ridiculous amount in a free form game, and it's always been fun... of course, I invariably mix everyone's names up and confuse myself, but it's all good. This is a great solution for when you just want to run something for a couple of sessions... have your player make some fun characters, add an NPC or two if you want, and throw them all in a dungeon or on a small quest. Voila, instant fun!

Tune in next month when I'll write about something else . . . oooh, exciting!


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Review Copyright © 2003 By AJ Reardon

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