New to Pathfinder, but excited.


Pathfinder First Edition General Discussion


Hi all. I will have the core book and bestiary delivered tomorrow. I haven't played D&D in years, but want to start out with Pathfinder right. So far I have only 1 player, so I'm wondering what module/advice you might recommend for a GM and 1 player?

Both of us are newbies, so I don't even know how to scale down a module.

Thanks in advance for your help.

Neil


it's not totally Pathfinder product, it's 3.5 but still perfectly compatible, but I would suggest the Shackled City campaign.

I really enjoy GMing this one, was masterfully built, the plot is interesting and complete, and it goes from 1st to 20th level, and the challenge keep his way.

could not tell about the more recents pathfinder's module or campaign though since I didn't really try them for now ^^

One advice though would be... find more players, 1player might be bit boring ;)
between 3-5 I think is the perfect number!

Liberty's Edge

Welcome to Pathfinder!!!


If you dont think you can scale down adventures, I strongly recommend something like one on one adventures. As long as you have only 1 player. One player cannot make it through a normal module on their own, it just isn't possible.

In addition to that, I highly recommend suggesting the player play one of the more versatile classes. Specifically, Druid, Paladin, Bard, Ranger in that order. Those classes have a mix of abilities that will help cover for the fact that there is only 1 player. If you get a hold of the advanced players guide (or when the rules there end up on the prd) the inquisitor, witch, and summoner are also in this category.

Dark Archive

First of all, welcome to Pathfinder! May all your dreams come true. ;)

Second of all, some advice pertaining to your specific situation. I actually have a soft spot for one-on-one games. Sometimes, they can be very rewarding. One-on-ones are quick games and very fun to DM since you only need to focus on one person. Unlike what Amuny would suggest, I would say roll with the one-on-one as your first DMing experience... but perhaps make it a one-shot sandbox type game... have your player build a Level 3 character or something, make a city with a dungeon in it, and get used to the game. Most of the things you might be able to improvise, but build a simple dungeon for one player by yourself (there aren't really a lot of campaign modules for one player). Try things out, get used to the rules, and overall, have fun.

Once you are done with this, you may want to find more players for a larger game. Part of the fun for the players is the co-operative nation of roleplaying games. With only one player, his capabilities are limited and there will be a lot of challenges he won't be able to face. Further, roleplaying is most fun when there are multiple players influencing the story. Pick up a couple more players eager to learn (3 or 4 players will be perfect for a group of "newbies"), get a good campaign module, and go for it. Your experience with the one-shot should be enough for this.

Anyway... enjoy your stay with Pathfinder!


Neil Lubin wrote:

Hi all. I will have the core book and bestiary delivered tomorrow. I haven't played D&D in years, but want to start out with Pathfinder right. So far I have only 1 player, so I'm wondering what module/advice you might recommend for a GM and 1 player?

Both of us are newbies, so I don't even know how to scale down a module.

Thanks in advance for your help.

Neil

Welcome to the game. It is always good news to learn that new players have joined the fold.

As a new GM, I would recommend that you check out the GameMastery Guide. It is by no means essential to play. You do not have to buy it. In fact, it does not contain much rules. However, it is filled to the rim with good advice on how to run a game and tricks of the trade. For that it is particularly useful for new GMs, and for $9.99 for the PDF version, a steal.

That said, playing a game with 1 GM and 1 Player is a special beast. It is best for pursuing the development of a character as nothing is imbalanced and anything is available. You will not run the risk of having one player character outshine another, since it is alone. A solo game is feasible but certain precautions must be taken.

A single player is very valuable in any encounter of a scenario. If the character fails any combat, to avoid any trap, to solve any problem, or to get the pertinent information out of a character he or she met, there is no one else to come to the rescue. In a larger party, the risk is spread out on other characters: the larger the group, the smaller the risk.

That said, in a solo game, there will be a time when nothing is going for the PC. The trick is for the GM to adapt and cheat a little. Just like in movies with only one hero (think James Bond, for example), the combat encounters are adapted where the opponents are large in numbers but very weak (use much smaller Challenge Rating (CR) or use a “mook rule”, i.e., it dies if it is hit) or use a single more difficult opponent, like the right hand man of the villain.

A rule of thumb I use when adapting my encounters is that I use a CR budget of ¼ to ½ the level of the PC. This is more difficult at the first levels, as the numbers of creatures with a CR with less than 1 are limited. This is where the “mook rule” comes in handy.
When adapting, be sure to check for game stopping abilites in your opponents. Charm person spells, paralysis, petrifaction, etc. are all abilities that normally rely on companions to save a PC when he is caught. If you have en encounter that has these, either change the opponent or do not use them.

Another trick that is common in solo games is to either have an NPC follow the player around (a sidekick). Be careful, however, this character must not outshine the PC. He/she is there to give a hand, not steal the show. This is the PC’s game, remember. Some players will instead prefer to run two characters. Personally, that is an option that I have found seldom works well. To many things to deal with and it just becomes a game of numbers. Others seem to prefer this route as it gives one thing less for the GM to worry about. Try out both options and see what works for you.

In a solo encounter, stealth, skill, and roleplaying encounters are more common. The key is to have a backup plan if the PC fails his rolls or if your player just doesn’t get the hints you throw at him/her (believe me, it will happen!).

Contrary to my esteemed colleague, Amuny, I would not recommend the Shackled City campaign for a solo game. It was built on the premise of a 6 PC party, it is combat heavy in many parts and it is considered a deadly campaign. Although the backstory and the AP itself is very good, I think it is a bit much for a starting GM.

The level 1 scenarios from Paizo have a good reputation :
Crypt of the Everyflame,
Master of the Fallen Fortress (and it’s free!)
Hollow’s Last Hope (another free one, but written for OGL 3.5 rules, so a few rules work differently, nothing major.)
Into the Haunted Forest (Also OGL 3.5)
Hangman’s Noose (Also OGL 3.5)
All these scenarios are fairly long and might run you for two or three four-hour sessions before they are completed. For shorter one session adventures, you can check out the Pathfinder Society scenarios. They are built for convention play where there is a strict time limit to complete them. They are usually combat heavy and pretty linearly built. However, they are great to learn the rules and the ropes of the game.

Good luck and keep us posted on how it works out.

Dark Archive

Glad you joined us, Neil! Looks like some of the others have already given you some stellar advice. So, Welcome to Pathfinder!

Shadow Lodge

Kolokotroni wrote:

If you dont think you can scale down adventures, I strongly recommend something like one on one adventures. As long as you have only 1 player. One player cannot make it through a normal module on their own, it just isn't possible.

In addition to that, I highly recommend suggesting the player play one of the more versatile classes. Specifically, Druid, Paladin, Bard, Ranger in that order. Those classes have a mix of abilities that will help cover for the fact that there is only 1 player. If you get a hold of the advanced players guide (or when the rules there end up on the prd) the inquisitor, witch, and summoner are also in this category.

The one on one adventures are great. I also agree that more versatile classes are great for single character adventuring, though I would add cleric to the list also. If you own the APG it has a few more classes you can add to the 'versatile' list, namely: Alchemist, Summoner, Oracle, and Inquisitor. Any of those classes work fairly well solo.


0gre wrote:
The one on one adventures are great. I also agree that more versatile classes are great for single character adventuring, though I would add cleric to the list also. If you own the APG it has a few more classes you can add to the 'versatile' list, namely: Alchemist, Summoner, Oracle, and Inquisitor. Any of those classes work fairly well solo.

I vaguely remember running The Gambler's Quest, one of the first one on one adventure. It went pretty well. I am tempted to snatch up the compendium and the other three scenarios.

As for the versatile classes, my wife has been running a bard in the last few solo campaigns we have played. They work pretty well, although I have boosted the stats up a bit (50% increase in spell known and per day) to give the character a bit more daily longevity.

I'm not sure about the Oracle, my wife is playing one in the Pathfinder Society campaign and I have my doubts about its versatility. Anyway, there are ways around the lack of spells/healing/thieving skills, especially if you are ready to play it a bit loose with the rules of attack of opportunity and treasure (magic items especially).

By the way, if you are adapting a scenario from the OGL 3.5 era, a quick an dirty rule for adaptation of stats block : add +2 to any d20 roll, CMB = Grapple, CMD = 10+Grapple+Dex bonus. This will allow you to deal with most of the situations encountered.

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