GM-ing for a 1 new player


Advice


Sup! So I have a friend who has never played a table-top game before, but is interested in checking it out. Yay, new blood!

She's not really up for getting a group together, but we were talking about running a sort of one-on one game. I'm more of 3player+GM or more sort of guys, so i'm a little out of my element, and wanted some advice from other GMs.

-I'm a little strapped for cash, but are thee any economical APs that may be simple and easy to start with? I was thinking of doing a sort of Ad-hoc game, introducing things as they come up, and wing-ing it to start with so i can keep things super flexable, but a simple easy AP could be good too.

-DMPCs, give her a Party to play with, or try to make a solo adventure? Seems like having a strong solo character like a druid, or summoner or something would not be great for a new player as those are more complicated classes

-what am i forgetting? there's gotta be some important thing im totally forgetting to ask about...


I have Expeditious Retreat Press's 1 on 1 Adventure Compendium and it's awesome. The adventures are often mid to higher level (although there is one for a level 3 rogue), which could add an extra challenge for a new player—however, the adventures all come pre made characters that are an easy way to save a newbie the headache of creating a 6th level character or whatever.

If the compendium is a little too expensive, you can buy some individual adventures as well: http://paizo.com/store/downloads/expeditiousRetreatPress/1On1AdventuresPFRP G just make sure you get one that specifically says its for Pathfinder (PFRPG), or be ready to do some converting.

I just DMed the adventure for the level 3 rogue (Gambler's Quest), and am currently the player in a level 6 barbarian/ranger adventure (The Forbidden Hills).

Even if you don't go for it, what I have learned is that 1 on 1 adventures for rogue characters are really really fun. They allow you to do all sorts of sneaking, disguising, bluffing, lock picking, mystery solving, etc. that would be hard to pull off with a 4 person party where inevitably at least one person has dex 12, cha 8, and is wearing full-plate. Normally, to avoid this, the rogue has to go off by themselves, and the lengths of these scouting expeditions have to be kept short so the other players don't get bored. Not so 1 on 1!

The rogue adventure was also really cool because it was a sort of "bottle episode" (the entire adventure took place over a maximum of 4 days in a single castle that you never left), and other than the constrained location, it was a total sandbox. You could explore the castle and talk to (or fight or steal from) the inhabitants in absolutely any order, and complete the adventure in a wide variety of ways.

Whatever you do, definitely design (or pick) the adventure to support whatever class she wants to play, making an effort to showcase all of the class's abilities. And don't be stingy with the cure potions.

I would advocate this over a bunch of DMPCs, as the 1 on 1 thing is a pretty unique and fun way to play.

Dark Archive

waiph wrote:
-DMPCs, give her a Party to play with

This.

It works particularly well if they are complimenting characters & she is somehow in command.

Examples

A fighter leading a team of warriors on a critical mission for their country.

A sorcerer cleaning up her, now deceased, mentors failed experiment hires a few local mercenaries to help her not meet the same fate.

A rogue on the wrong side of the law evades the corrupt city guard with the help of her lifelong street rat allies.


Especially urban campaigns can be really fun for 1 on 1 RP'ing.

A rogue can go about accomplishing missions for the local thieves guild, a fighter can be a special officer in the guard, and most (other)urban characters can play some sort of investigator private detective.

only things like rangers, barbarians and druids don't really do so well in big cities, but even these have fitting archetypes.

If you are looking for inspiration for a big city, Paizo has several of them worked out in detail (guide to Korvosa, guide to Absolom) that you can pick up for little money (especially the PDF version)

I once ran a 1 on 1 campaign for a rogue/sorceror that ran from lvl1 to mid teens in second ed FR which was a lot of fun for both me and the player.

You can introduce NPC's to help out on specific missions/adventures without having to worry about an entire party


I wouldnt push a new player towards the best 'solo' classes, except maybe the paladin. The best classes for new players in my opinion are the fighter, rogue, sorceror, or paladin. Wizards and clerics have to make important choices about their spells every day, and without a foundation in the game, its really hard to make that choice. Barbarians, Bards, and such are all a bit too fiddly with resource management, and rangers/monks are a bit hard to get right (in terms of character build).

RPG Superstar 2012 Top 32

I think the ranger makes an excellent "intro" character class. It's good at melee and ranged, has lots of fun and useful skills--and skill points--and as the character advances, it introduces features such as bonus feats, animal companions, spellcasting, various offensive, defensive, and mobility related powers, etc. etc.


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I ADORE one on one campaigns. The second campaign I ever played was run by a close friend when we were young and we grew that from lvl 1 to 18 before other people joined in.

I definitely recommed doing both DMPCs and letting her go off on her own. There is nothing against having her helpers come and go as needed. If she wants to sneak off (if she's a rogue) she can just tell the NPCs to wait.

Also i feel that a 1 on 1 session makes it much more easier for the player to become relaxed with roleplay. Because they know you want them to, and there isn't anyone there to judge them.

For me in that 1 on 1 campaign it was like singing in the shower with role play.

Dark Archive

Kolokotroni wrote:
Wizards and clerics have to make important choices about their spells every day.

I agree with this about Wizards but Clerics not so much. Clerics are probably easier to learn than Sorcerers, due to heavy armor, middle combat ability, and spontaneous casting of their healing spells.


Cool, thanks everyone! I'll try check out the compendium, and having an urban setting sounds like it'll work. Also sort of depends on the character she wants.

What sort of caster you think would be easiest for a beginner, in case she wants something magick-ey. Seems like summoner, and wizard may be a little much, complicated, and more tactical characters, but maybe a druid, or a sorc? bard for some combat prowess? something with a caster level at first, tho...


Here is an idea: ask her what she sees herself as playing. Not in D&D or Pathfinder terms, but in movie terms. If she says Arwen (for example), make her an elf ranger. And so on. Find out what she wants and expects before you make all the decisions.

Just my suggestion.

Master Arminas

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