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I've been playing TWMPFRPG since I was 10. I am now 27. Most of that time has been behind the DM screen. I'm good at it. But I find myself face to face with something I've never honestly done before: one player.
I'm in Iraq. I am on a small base, and I've scouted for other players. there aren't any, so additional recruitment is not an option. I have one player. I am planning on making a DMPC for the one character, but I'll probably make it something like a sidekick or henchman, so the focus can remain on the player himself.
I need your help, fellow Paizonians. How should I handle this? Tips? Tricks? Anybody know of any GOOD one-on-one adventures? What to do? What NOT to do?
HELP!!

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I recommend pushing them towards a stealthy type character. Maybe a spy, assassin or rogue style game. Maybe all 3, a real James Bond or Mike Harmon type character.
If you let him gestalt, which is an option, he could cover a lot of the basics.
Rather than a DM PC, you could have a string of NPCs. Again following the James Bond theme, you get doctors, gamblers, mobsters, military men, etc etc etc that the main guy interacts with, and can build relationships with.
You may want to avoid quite so many female characters, unless you are really comfortable...

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I recommend pushing them towards a stealthy type character. Maybe a spy, assassin or rogue style game. Maybe all 3, a real James Bond or Mike Harmon type character.
If you let him gestalt, which is an option, he could cover a lot of the basics.
Rather than a DM PC, you could have a string of NPCs. Again following the James Bond theme, you get doctors, gamblers, mobsters, military men, etc etc etc that the main guy interacts with, and can build relationships with.
You may want to avoid quite so many female characters, unless you are really comfortable...
Those are some really good ideas. I have a homebrew designed for PF to fint in quite nicely, and a bunch of squabbling nations in an Eberron-style Cold War right now. That style of game might work quite well. Not to mention the player is bright enough to pull it off well.
Keep it coming!

CourtFool |

Expect intense focus. The spotlight will be on your one player and will not turn away.
Expect things to play out much faster. There will be no debate over the best course of action. Your single player will consider, then execute. Or he may turn to you for input.
I personally would not force the player to play any particular type of character. As far as I am concerned, saying the player will lack resources is a wash. You should be designing the campaign and adventures to specifically fit the character. Highlight his strengths, shy away from his weaknesses.
Single player really gives itself over to focusing on role playing. With such intense focus you can delve into what makes the character tick.

MeanDM |

Two words: Healing Potions. Set up the character so they have some type of patron who is sending the character on the various adventures that you want, and have that patron give out healing potions of an appropriate amount and strength at the beginning of each mission. I would even go so far as to ignore wealth by level guidelines when it comes to this issue.

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Anybody know of any GOOD one-on-one adventures? What to do? What NOT to do?
HELP!!
1E module UK5, The Eye of the Serpent ( ebay Link )is designed as a 1-on-1. It's well written and should convert pretty easily to 3.5.
I'm looking for other 1-on-1's myself, so I'm looking forward to the responses you get.
Tom

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I will second the notion of a gestalt character for a one-player game. By being gestalt, the character's options are substantially wider and more versatile. I would recommend a skill-heavy class and a spellcasting class with good synergy (ranger/druid or rogue/wizard). Decide what the general theme of your campaign will be before he makes his character though. If you're planning to run a heavily urban game, you might want to persuade him away from the aforementioned ranger/druid concept (unless he really wanted to play someone 'out of their element'), if you're going to have a lot of dungeon-crawling, a rogue, scout, or beguiler is practically a must.
Also, a single character will amass wealth MUCH faster than the wealth by level tables suggest. This really isn't so much of a problem as long as you prevent him from acquiring any single item worth over what his wealth-by-level total should be for his level. Scatter your treasure, give lots of limited-use or one-shot items like scrolls and potions (if the character is a wizard, scrolls will be frequently copied into his spellbook).
Finally, ramp up the character's stats. If you prefer to use dice rolls, I would say 5d6 keep the highest FOUR for each stat. If you use point-buy, a 42 point build should be adequate. The character should be a legend in your campaign world. Perhaps he is blessed by the gods or the result of some fantastically powerful wizard's science experiment. Regardless, overpowering the character is not going to be an issue since there's nothing to balance him against. The most important thing to remember, however, is that while a character like this can take on single monsters 4 or 5 CRs above his level without too much difficulty, a pack of 4 monsters with CR equal to his level will usually prove to be very difficult unless he has the right spells and abilities available. It is your job to make sure he has access to the abilities which will enable him to survive but it is his job to use them at the most appropriate times.

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The was a series of second edition scenarios called the ....Challenge, thief's challenge, wizards challenge, wizards challenge II, fighters etc.
They started the PC at 3rd to 6th level and had a wide range of encounters . I recommend the second wizard challenge - it is really good. Each has different ideas and approaches to the one on one adventure. Eye of the Serpent is also worth a look.
One major problem is when you set a puzzle/trick/trap that flummoxes the PC. He could get stuck for a long time unless you can nudge him in the right direction.
Personally I would include an NPC, a thick healer? perhaps to help when the going gets tough. Or a very special animal companion or familiar like Lassie.
I once ran an adventure for a Sha'ir (Arabian wizard) and his familiar saved his bacon with healing on more than one occasion.
Whatever you do it will be intense for the PC unless you keep things pretty relaxed.
Good Luck and Cheers

stripes |
Unearthed Arcana had a system for fast healing. Basically the PCs get a pool of something like reserve HP that after a combat is over convert to real HP one per minuite.
Not that unrealistic if you rembee HP are more like dodge stamana & luck. You can also rule that reserve HP heal faster... Maybe so long as they are at full regular HP the heal 10 reserve HP per night.
That reduces the need for a mistery patrion to hand out healing potions but not +4 vorpal flaming spears of doom. :-)