Solo play...loving it !!


Beginner Box


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Hi,guys.
I got the pathfinder rpg beginners box a few weeks back.decided to give it a go after playing the pathfinder card game.but,my main concern was I work a lot of funny hours so joining groups etc would be very limited.
anyway,i decided to have a go at solo play with 3 characters [could have been any number].and had a go at soloing black fangs dungeon....loved it!!..not only that but picked up so much by doing it this way as theres no distractions from the group chatting.
so,anyone who has the game I say give the quest that comes with the game a try solo. let me know what you guys think?

peace and happy dungeoneering to all !

Liberty's Edge

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Well, there is people that finds "group chatting" part of the RPG experience. But if you find it fun, go for it!

The Exchange

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I will do this as a DM to make sure challenges are right where I want them at a base level. Then if the players have creative answers, or get completely stumped even with the most obvious of clues, it is their own group dynamics and personalities that cause ease of victory or hard defeat.

I play through everything first with an NPC party solo.


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How exactly do you guys go about soloing the adventures without stumbling across info that could impact your decisions?

Curious as id like to try it out, but not sure how you would go about it if your the DM and the player.

Advice?

Dark Archive

Lorden wrote:

How exactly do you guys go about soloing the adventures without stumbling across info that could impact your decisions?

Curious as id like to try it out, but not sure how you would go about it if your the DM and the player.

Advice?

Well, if I was gonna do it I'd make sure that every character had a well-written personality and such so you have a good idea of how characters would act in a given situation. It's like writing a story without knowing the plot elements ahead of time - just allow the characters to act out the scenario and see what happens.


The old 1st edition AD&D DM's guide has a cool way to solo through dungeons. It has random dungeon generation rules that could be ported over.


MeanMutton wrote:
The old 1st edition AD&D DM's guide has a cool way to solo through dungeons. It has random dungeon generation rules that could be ported over.

Now that sounds interesting


Lorden wrote:
MeanMutton wrote:
The old 1st edition AD&D DM's guide has a cool way to solo through dungeons. It has random dungeon generation rules that could be ported over.
Now that sounds interesting

It was pretty cool. Back in my teen years (some 20 years ago), I had a ton of fun with it. There were random charts for traps on doors, encounters, treasure, traps, etc. It was pretty slick. I preferred playing with friends (and luckily had a friend across the street who enjoyed D&D) but if I had a couple hours and nothing to do, it worked rather well.


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Lorden wrote:

How exactly do you guys go about soloing the adventures without stumbling across info that could impact your decisions?

Curious as id like to try it out, but not sure how you would go about it if your the DM and the player.

Advice?

If you metagame as a player, it is pretty much impossible. However, if you are able to make a distinction between what you as a player know and what your PC knows, it is no different than any other game. If you can say "but my character doesn't know that" and then make a decision, that's what you do.


Mike J wrote:
Lorden wrote:

How exactly do you guys go about soloing the adventures without stumbling across info that could impact your decisions?

Curious as id like to try it out, but not sure how you would go about it if your the DM and the player.

Advice?

If you metagame as a player, it is pretty much impossible. However, if you are able to make a distinction between what you as a player know and what your PC knows, it is no different than any other game. If you can say "but my character doesn't know that" and then make a decision, that's what you do.

Yea, thats what i was thinking also. Im gonna give it a try at some point soon and see how things go. Maybe i can decide what the character does right after reading the player passage, then read through the rest of the information. That way i can minimize any influence.

Dunno, gonna try it out. See what happens :-)

The Exchange

Ultimately people are very unpredictable and predictable at the same time. So for me, I always create my party in one of two ways. 1: I create it based on my already active player's characters. In which case the leader of the party is the leader the players follow.

2: I create a standard group of Cleric, Rogue, Wizard, Fighter, with the rogue playing the "face."

Once this is done, any actions taken by the party are usually dictated by the Rogue or the leader. With a full write-up of this character. I then play it out like Shadowrun: Returns, with the main character performing most interactions, but able to ask other characters to do specific checks or actions. This severely limits the risk of "meta-gaming" as I only have one character's mind to really care about. The other characters are treated as cohorts or hirelings.

Edit: It's not a perfect system, as a good party will come up with different ideas and bounce them off of each other, but it's the best way I can come up with to do this.


Jericho Graves wrote:

Ultimately people are very unpredictable and predictable at the same time. So for me, I always create my party in one of two ways. 1: I create it based on my already active player's characters. In which case the leader of the party is the leader the players follow.

2: I create a standard group of Cleric, Rogue, Wizard, Fighter, with the rogue playing the "face."

Once this is done, any actions taken by the party are usually dictated by the Rogue or the leader. With a full write-up of this character. I then play it out like Shadowrun: Returns, with the main character performing most interactions, but able to ask other characters to do specific checks or actions. This severely limits the risk of "meta-gaming" as I only have one character's mind to really care about. The other characters are treated as cohorts or hirelings.

Edit: It's not a perfect system, as a good party will come up with different ideas and bounce them off of each other, but it's the best way I can come up with to do this.

Ill give this a try myself, thx for posting it.

Grand Lodge

You could also create a homemade table with 3-18 possible character actions. Rolling 3d6 gives you a bell curve, so the values from 9-12 could be the most likely and normal reactions (approach cautiously, step back slowly, etc), with high and low scores being extreme reactions. A 3 might mean the character drops all armor and weapons and runs away, Monty Python style. An 18 might mean naked aggression.

Just a thought.


Cool ideas. You should check out Dungeon Bash by Other Game Company - it's written for 3.5 rules and would work very well with the beginner box. Has some pretty cool ideas in it, tons of charts for flavor, as well as handy monster AI charts.

Mythic GM emulator is really great too. I've even heard of people running a bunch of NPCs through a dungeon by asking questions like "does the fighter try to break the lock?". Your idea of assigning personalities to the characters would work well with this style of play.


Pathfinder Maps Subscriber

I'm so happy I found this thread!! My 12 yr old son loves pathfinder but only has a couple friends who play and doesn't have the time/schedule to search out groups, play online, etc. I would love for him to learn how to play solo as he doesn't even know it is an option. Are there step by step instructions (or instructions that a 12 year old could fully understand) so he can learn how to do this?

Also, A little off topic, but he has the beginner box, core rule book, beasteary pawns and museum map already. I would like to add to his collection for Christmas. Can you recommend some "bang for the buck" add ons? He seems to want more adventures? Are the cards a good additions? Thank you so much for helping this mom out!

Liberty's Edge

Pathfinder Roleplaying Game Superscriber
Jill Isaacs wrote:


Also, A little off topic, but he has the beginner box, core rule book, beasteary pawns and museum map already. I would like to add to his collection for Christmas. Can you recommend some "bang for the buck" add ons? He seems to want more adventures? Are the cards a good additions? Thank you so much for helping this mom out!

The question of 'what would a 12 year old want?' had me thinking back many, many years ago when I started playing D&D. Some of my favorite reading material were adventure modules, any and all Monster Manuals and Dragon Magazine (too bad there is no more Dragon magazine).

If your son enjoys reading adventures and bestiarys I'll bet he will turn out to be a Game Master for many years to come.


What a great thread! I’ve been playing D&D with a group for only four months and am now realising the breadth and variety of RPGs that are out there. Hence, I have ordered my copy of the Pathfinder Beginner Box and had the very same question that started this thread. After reading the answers here, I can’t wait to start playing solo, at least until I ease my kids into it.


LuniasM wrote:
Lorden wrote:

How exactly do you guys go about soloing the adventures without stumbling across info that could impact your decisions?

Curious as id like to try it out, but not sure how you would go about it if your the DM and the player.

Advice?

Well, if I was gonna do it I'd make sure that every character had a well-written personality and such so you have a good idea of how characters would act in a given situation. It's like writing a story without knowing the plot elements ahead of time - just allow the characters to act out the scenario and see what happens.

You can use various solo emulators out there such as the Mythic books.They work really well and allow you to solo any rule system.


Hm, doing a game solo could be fun. It's also likely the only way I'd get to play my twins, lol.

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