Runelords for 1 or 2


Rise of the Runelords


Hey guys. I am a relatively new GM, and on top of maybe looking for some tips on how to get the most of RotRL (which I will start GM'ing next week), I was curious about something.

It looks like I am going to have a small group. I might have 2 at most, but otherwise, to start, this will be a solo-player campaign.

Should I tell my players to start at level 2, put them on a fast-leveling track, or modify the encounters?

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I would scale down the encounters, and would think about the fast scaled experience.

I'm sure someone will mention sooner or later, but if you allow it gestalt characters may be an option as well.


True, I guess one concern is I might be getting more players later on, but not sure yet.


The game is already set for the Fast Track.

If I were you, I'd give them double maximum starting hit points (but starting at 1st level), allow them to use the Hero Point optional system found in the Advanced Player's Guide, and strongly consider a GMPC. And make sure you don't favor the GMPC.

You might also consider if you have any internet friends interested in gaming to use Skype to have the additional player join in the festivities. I'm running both a Skype-predominant game (for Runelords) and a tabletop game with one Skype player (RoW) and Skype can run quite well. Having a backup phone number so that the Skype player can call in if the call is lost is also handy (been there, done that).


Cool, thanks! I've already been wanting to utilize Hero Points. Considered GMPC but not crazy about the idea, I've done it before and both myself and the players didn't really like it. The game is actually being run over Skype and roll20 completely right now, I am using this game to keep in touch with some friends back home. Fewer people have responded than I thought, but I am really excited still.


I can't speak as to the possible challenges of adapting this particular adventure path for only a couple of players, but my brother and I occasionally play one-on-one as the rest of our gaming circle has drifted apart over the years and real life has intervened. I'm running CotCT for him while he's handling CoT for me, and both of us are managing fine by using the 3.5 rules to come up with level-adjusted characters.
We're both playing relatively unobtrusive monsters (half-vampire and fey'ri) in our respective campaigns, and DR has saved both our characters more than once. It might be a bit munchkin-y for some people's tastes, but in a non-competitive group it might work, particularly for people like me and my brother without much system mastery to really push the rules to their limits.
You might want to consider adjusting the pacing, and your players' playstyle might help you do it. My brother's half-vampire is a rogue, and has been cagey enough so far to be able to snipe, outmaneuver, or otherwise dictate the terms of engagement in his adventures in urban skullduggery.
I just thought I'd toss out a couple of ideas. We like monster characters and templates because it lets us start at first level while giving additional resilience, but it's not for everyone. Good luck with your campaign, though!


Also, double hit-points sounds good. Would that provide relative balance, or could it make it a little too easy to start?

Dark Archive

Right now that is pretty much all I run is solo or 2 people campaigns. I also asked James Jacobs what he thought about running solo campaigns and this is what he said.

James Jacobs wrote:

Hmmm...

Make sure to avoid using monsters that do things like paralyze or stun or the like—monsters that do things that kind of require other PCs to help.

Or consider running a helper NPC for the player.

Or make that player a Mythic character once those rules are out to give the PC a much needed edge.

Also you can have the players run more then one character. On the Mythic Rules front I have been told that 1-2 characters might be able to take on a whole AP.


Oh, most definitely. In fact, consider this point as to when the PCs would acquire mythic abilities: fighting the Quasit at the Runewell. When she's killed, have the Runewell explode, shower them with energy, and they gain their first Mythic Tier. If I'd not long passed that point for my Runelords game, I'd be tempted to give my PCs mythic tiers once the rules come out. ;)

Alternatively, the PCs could be children of a demigod and when the Goblins first attack, their power awakened and they had the power at that point. I like the Runewell for it better, however... and other places that could boost Mythic Tiers could include the Dam, after fighting the Big M (when Karzoug possesses him) and the Runeforge. Other areas are doable as well.

Small note: consider giving Karzoug a couple Mythic Tiers. You could even eliminate his giants and the dragon and let him have 10 Mythic Tiers (assuming you don't have the PCs gain too many Tiers themselves) to represent the power the Runelords possess.


Hey guys, where can I read more about mythic rules? I've been searching the Pathfinder SRD but no luck yet.


I'm not sure if the PDF for the beta test is still up or not. But it should be out in maybe three weeks. If you subscribe to the Paizo Rolepaying Game then you'll get the rulesbook and the PDF for free once they ship. Here's the URL at least: http://paizo.com/products/btpy8voq?Pathfinder-Roleplaying-Game-Mythic-Adven tures-Playtest

Grand Lodge

Adventure Path Charter Subscriber
MadDwarfish wrote:
Hey guys, where can I read more about mythic rules? I've been searching the Pathfinder SRD but no luck yet.

The Mythic rule book doesn't come out until GenCon in a couple weeks. You can look on the messageboardsment at the Mythic playtest area to get an idea what it might look like.

Also, have you thought about letting each player run 2 characters? If another player joins, they can run one of the extra PCs or you retire one in favor of the new PC.

-Skeld


As others pointed out, having two characters per player would solve the issue.
However it would also complicate things for the players.

Maybe have a couple of NPCs that follow and help them, possibly fighting classes (easier to use as NPCs) that intervene in the combat, leaving to them the decisional part?


Leozz wrote:

As others pointed out, having two characters per player would solve the issue.

However it would also complicate things for the players.

Maybe have a couple of NPCs that follow and help them, possibly fighting classes (easier to use as NPCs) that intervene in the combat, leaving to them the decisional part?

You guys have some great suggestions. As far as two characters per player, I agree it might complicate things. Also might take away some immersion as the characters are less the avatar of the player in the world.

So, it looks like I will have at least 2 players now, if not 3 for sure. going back to maybe having second level characters as at least one fix, is that not a reasonable one? I know my players aren't really crazy about level 1. If that doesn't work I might go Geshtalt. Also I am thinking about a 25-Point Buy.


I started my group out at level 2. Of course, I also included a GMPC so it would be a four-person group (and they had no thief - I gave my thief the Rogue talent to auto-detect traps) but you do want to avoid that from the sounds of things. I've been increasing the CR of everything by one to compensate (and because I do want the group to reach level 20 - they were grousing when they learned they'd not reach max level).

If you go with the 25-point build and provide players with Hero Points (and maybe reduce the Hero Point cost to prevent death to be one point) then you should be okay with three players. What's more, three players will level up quicker than four... so they'll likely reach level 18 at the end of the campaign (or maybe even higher).

One last thing to consider as we mentioned above is the Mythic rules. Just the first Mythic Tier makes players harder to kill, so it's not even like you have to go overboard.

Shadow Lodge

Another game system has shown me the value of letting the players run the extras. If you're worried about immersion, have them take turns, pass them around, etc. Have them drop in and out of the party. Shelilu (sp) works well for this. Finally, kill the NPCs off in a horrible fashion for that "that could have been me" effect.


Thanks for the feedback guys! Tagent101 you've been especially helpful with all your replies. They will have high ability scores and start at level 2. They also will start with some Hero Points, and I they are on the fast track for xp but will also be leveling as if starting at lvl 1 (it will take the amount of xp to get to level 2 to actually get to level 3). If things get sticky or it seems like it will get sticky, I will bring in a minion for them, an extra guard that Hemlock assigns them who will take orders from them.

I like that idea mcbobbo. Really puts into perspective the danger at hand at times.

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