New DM looking for advice on running first game for spouse


3.5/d20/OGL


Hey folks!

My spouse is very interested in having me run a game for her, but I am unsure of where to begin. I have been reading and collecting RPG books (primarily D@D) for a few years so I am familiar with the concepts. I would like to get y'all's opinion on what you think is the best approach to take for both her and me? Pathfinder adventure paths/modules simplified? Thoughts? Thoughts on best way to run a game for, admittedly, a much smaller than typical group (one)? Thanks!!!

Cheers!

The Exchange

Keep it simple at first, but don't ignore the rules. Only bring up rules that are relevant at the time, but make sure not to teach her something wrong for the sake of having it simple, unless you plan on always having it houseruled that way.

Other than that, make the campaign about her. The whole plot revolves around her actions, and there is a (perhaps?) epic struggle going on that she will ultimately decide how it ends. Don't make it complicated, but make sure to make it seem very grand. Don't be afraid to use clichés, because she doesn't know them yet. Toss kobolds at her, make as many elven wizards and gnome tinkerers as you want, go crazy.


One thing I'd be curious about is what kind of stories interest her? What kind of fantasy stuff is she interested in? what kind of roles does she identify with?


Let the wookie win.

Liberty's Edge

If you have the time and inclination to do so, I would suggest writing up some adventures of your own, tailored to your wife’s personality and character choice, rather than using a pre-made adventure. You can set challenges that appeal to her, and that her character has the abilities to overcome.

If time constraints or what have you make modifying an existing module a better option, keep a few things in mind. If this is a solo game, simply reducing the number or strength of opponents may not be enough to make things work – there are challenges that a single character will struggle with a lot more than a group would (for example a solo character fighting say a ghoul is in serious, serious trouble if she fails that save, without a couple of buddies to help her out).

If modifying an existing scenario, a stand alone adventure might be a little less daunting for both of you than an adventure path; although having said that, I think somewhere like Sandpoint (depicted in AP1, Burnt Offerings) would make an excellent setting for a low level party or solo adventurer, using the Sandpoint backdrop, history and the events of Burnt Offerings as inspiration.

Grand Lodge

My wife just recently had me DM for her (she is an avid reader, but has never been interested in RPGs)...

I ran her through WotC's "The Howling Hoard" (using Paizo goblins)...

Since it was just her, I ran a couple of DM PCs...

It took her two sessions, and while she went into negatives twice, she did not die (hehe, let the wookie win)...

It was fun (for the both of us)...

So, if you take anything out of this post, take these two nuggets:

1. If she is going solo, run a couple of DM PCs.
2. Don't kill her character first time out.

-That One Digitalelf Fellow-

RPG Superstar 2012 Top 32

Definitely tailor the adventure to her character. If she plays a cleric, through low level undead for her turn, and not that many locked doors. If she's a rogue, the opposite of that.

If you don't want to go the DMPC route, a druid with a good combat animal companion might be a good idea. Druids are versatile, and she can learn a lot about the game by playing a druid. They're complicated, but that's not necessarily a bad thing. She doesn't have to play an OPTIMIZED druid, and if it's just you and her, you'll have time to go over all the necessary rules sets with her.

Even if she doesn't play a druid and doesn't want DMPCs, some store-bought wardogs can be nice. She just needs some Handle Animal skills, which are part of some of the more fun, easy tank classes, like barbarian, fighter, paladin, and ranger.


Yeah, the first rule is of course that the new character should not die. Do not hesitate to drop a potion of cure light wounds or two among the rubble for her to find, even if that wasn't originally scripted...

And supporting the others, I'd recommend writing something relatively simple which supports her character. Doesn't have to be that complicated, something to teach basic rules. Something like fight-trap-skill-fight-treasure-what next? You will anyway spend a good deal going over basic rules, so don't overwhelm her with long and complicated adventure yet...
Start storybuilding in that "what next?" phase and the next adventure. Among the treasure is a hint of something bigger, a new treasure or threat...or maybe one of the villains in the last fight escaped and will seek the revenge (a plot hook which made relatively uninteresting magic-user Bargle one of the more notorious villains of history of D&D).

Dark Archive

Chet Awesome Laser wrote:
Let the wookie win.

I'd have to agree with this one. :D


Throw in at least one core-NPC for her to talk to, discuss problem-resolution with and develop a relationship with.

Doesn't have to be a positive relationship of course. Could be someone she hates but has to work with, or could be a 'best friend', mentor or someone she has to protect.

1 on 1 D&D is incredibly rewarding in my opinion... You can really develop and tailor a campaign in enormous depth around your hero. It may be a stereotype but in my experience female players really buy in to role-play, negotiation, human-drama and all the theatrical aspects that really enrich an adventure to being more akin to a novel than a hack and slash game.

What should you run? Personally I recommend starting with your player being part of an organisation of some kind that can feed the campaign with missions, occasional allies, a sense of direction and cohesion, and something to aspire to.

By an organisation I mean this in the widest possible variety. The options are diverse, for example; a knightly order, an apprentice/master relationship, an army, an adventuring party (less interesting imho), allegiance to a ruler, a guild, secret society, trade organisation, druidic cult, personal guard and employer, temple or religion, parent and child, prison cell mates, mercenary company, evil master and unwilling minion, legendary hero and sidekick, agent of the law and their prisoner, performing troupe, city guard, village community, vigilante network, occult-troubleshooters, knight and squires, notorious family, bandit gang, militant champions of a particular Deity, or even a Pantheon...


What I've found useful:

You need a BFF. It helps to have someone to talk to, commiserate with, and brainstorm. Give leadership as a feat at 6th level, either for free or it's just able to be taken.

Rule 0: Clearly demarcate between DM advice and NPC advice. I have several NPCs who provide advice to my player and none of them are 100% reliable and they are easily identifiable. One gives the jock perspective, one gives the LG perspective, one gives the magic-solves-everything perspective, one gives the Machiavellian dragon perspective, and one gives the Paizo goblin approach. She has people to talk to but I'm clearly not telling her what to do.

Subtract 4 from her PC's level to get the Party's level when selecting a module to run. The fourth level is just to be safe.

Have a plausible plan for why the monsters will not kill her when she goes unconscious.

You have no idea how much RP material you're going to go through. It's unbelievable. Everything is in-depth. All that time spent arguing about what to do in regular groups is now spent doing stuff. Start prepping now and keep prepping. Find modules with decent starter towns in them and plop them into your campaign world. Don't be proud and burn out.

There is no such thing as power-imbalance between PCs now.


roguerouge wrote:

Have a plausible plan for why the monsters will not kill her when she goes unconscious.

On this...also avoid grapple and paralysis, as getting hit by one when you are alone is death.

RPG Superstar 2012 Top 32

Maybe look into TV shows and movies that have a single hero vs. everyone else, like Alias or MacGuyver or even Knight Rider. I Am Legend, The Crow, Beowulf, James Bond, Batman, Spiderman.


There are several older edition modules that are meant for a single player and DM (HH series figthers challenge I & II, Thief challenge I & II, etc)

some others are The Gem and the Staff, Blade of Vengenance, Lathan's Gold.

Heck, you could even run her through Blizzards Pass or Ghost of Lion castle, though their actually solo adventurea, no DM needed, its a choose your own path sorta thing. You could easily insert yourself as the DM

With a little conversion work I'm sure any of those might do the trick.

I've DM'ed one of the Figthers challenges (don't recall which) before for a friend and it was a blast.

I was also the player in Thief's challenge II and it was great!

as i said I'm sure it wiuldn't take much to convert to any edition

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