Solo Missions


Advice


Hey guys, just wanted some feedback.

I am currently GM of a group that is doing phenomenal. I am a first time GM and they are all experienced players and say I am doing a great job. Apparently being prepared is over looked by certain GMs. They are doing the Rise of the Runelords Adventure path and are really enjoying it. THey really like how it is a world they have not experienced before and they don't know everything about it.

My situation is this...the player of the rogue in the party says that he doesn't feel like he can really play the character the way he wants to, he would like to do more thief type things and create his own thieves guild or possibly take up root in one and eventually take it over. I have no problems with this at all. I have the perfect out for him.

I have few adventures lined up for him so far, but I want to make sure they are appropriate. He is about level 9. And he has even said that he wants the guild to think he is of lower level than he actually is so I would suspect they would send him on a less important mission to "prove" his worth to the guild.

I was thinking of sending him through the "Flight of the Red Raven" and then on the way back have him shipwrecked on Smuggler's Shiv and have him go from there. I think he will be mostly on his own for the first part but may pick up an NPC ally along the way.

Does this sound decent?

Grand Lodge

Level is not something that characters use in thier thought processes. Levels are game mechanics... abstractions.

Rouge guilds are tricky things.... It's really how the character presents themselves... rogues in guilds walk a fine line between having themselves considered lowly scrubs.... or potential threats to the existing leadership.

The other problem you have is group dynamics. How much solo time are you giving one player as opposed to the others. Why does your player feel that he can't do "what he wants to" with your group? Should you be spinning him off to a one on one campaign and perhaps have him replace the rogue with a character he can group with?

Solo adventures require a far different design mindset than standard adventures. For one thing you have to toss the standard CR model out the window as it is designed for a group of 4-6 which has inherent redundancy and a spread of differing abilities covering the four classic roles. Your rogue is a one man band tied to an action economy.

Liberty's Edge

Another thing to watch out for with solo/lone wolf adventuring is RolePlaying encounters tend to run long. Without the check of dirty looks from the rest of the party for being a spotlight hog RP tends to expand.
Combat on the other hand is often way too quick especially with rogues. If they don't take out the threat in round 1 or 2 encourage them to flee and lay an ambush or they are going home in a box and usually a small one.


Adventure Path Charter Subscriber
Alasanii wrote:

<snip> My situation is this...the player of the rogue in the party says that he doesn't feel like he can really play the character the way he wants to, he would like to do more thief type things and create his own thieves guild or possibly take up root in one and eventually take it over. I have no problems with this at all. I have the perfect out for him. <snip>

Does this sound decent?

The danger it once you start catering to the whims and desires of certain players, it rarely stops and most often the demands increase.

Here is the situation as I see it. In essence, the rogue wants to do his own thing as doing traditional rogue work and taking over or starting a thieves guild totally runs counter to the campaign you are running unless the campaign is just that - helping the rogue become guild master.

The solution is simple. The rogue character leaves the party and is considered 'retired'. Sure, you can run a solo series of adventures for the rogue player for 'closure' if you wish but that is outside of the group activity. For the group activity, the rogue player needs to create a new character that has a reason to be adventuring together with the other characters throughout the campaign.

My answer to players who suddenly want to strike out and fullfil their 'wants' regardless of the other players is to state they leave the party, are considered 'retired', they achieve what they desire (could be gamed out separately or just handwaved) and to roll up a new character that has a reason to continue in the direction the campaign is going.


Sorry, I forgot to mention somethings. We discussed it and we will basically be doing a one on one campaign with his character and he has rolled up another character to continue with the group.

We actually discussed it in depth and he was figuring there was nothing really keeping his character in the adventure. So we decided it was best that "Billy littlebottom" go away and find adventure somewhere else.

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