Summary
- DMs should host a session 0 to set expectations for the one-on-one campaign and propose themes.
- It would be wise to consider granting character creation bonuses for a one-on-one game.
- Starting the player at a higher level can prevent later frustrations and improve one’s chance of survival.
Typically, Dungeons & Dragons gathers four or more companions around a table or in a Discord voice chat, immersing them in a realm of fantasy, mythology, and beasts. This game is particularly suitable for a group since it ensures fair combat and adds more voices for role-playing, making the experience richer.
It’s important to note that not every Dungeons and Dragons game needs to follow the same pattern. Occasionally, Game Masters might opt to run a game with only one player, such as a roommate, partner, or sibling. These games can be just as enjoyable and serve as a wonderful way to spend a relaxed Sunday before the busy workweek sets in.
8. Host A Session 0 With The Player
Set Expectations With The Player To Ensure That Both Participants Are Happy And Ready
In any game of Dungeons and Dragons, a session 0 is an essential step. It’s when the Dungeon Master (DM) gets to share their vision for the campaign – whether it’s a custom-made story set in their own universe or one of the numerous pre-existing adventures. During this time, players discuss the types of characters they wish to play and ensure these align with the game’s themes. If not, they brainstorm ways to make their characters fit within the world of the campaign.
In a one-on-one gaming scenario, it’s especially important to arrange a preliminary session, often called Session 0, as there will be significantly more interaction between the player and the Dungeon Master (DM) in this type of campaign. Since there is only one player, they can collaborate closely with the DM to shape the world and story they want to experience, making their input more influential in the game. Additionally, during this session, they might discuss ways to ensure a fair balance in the game, such as providing the player an animal companion, another character to control, or having the DM introduce a non-player character who assists them.
7. Grant Character Creation Bonuses
Ensure The Player Is Adequately Equipped For The Journey Ahead
In Dungeons and Dragons, it’s well-known that the initial gear provided is quite basic. More often than not, players receive only the essentials, like armor, a few ordinary weapons, and a small amount of gold coins. This gold can be crucial for those aiming to acquire stronger weapons, magical enhancements, and potions to help them face the challenges that lie ahead.
For a single-player campaign, Dungeon Masters might want to enhance the player’s experience by boosting their gear advantages. Additionally, DMs could provide extra gold, healing potions, or armor with superior characteristics. They may also consider bestowing the player with an inactive magical item that requires an enchanter to activate, or one that awakens during a critical situation. This way, the player will feel more confident as they embark on their journey.
6. Start At A Higher Level
Skip The Dreaded Times Of Level 1 To Give The Player A Fighting Chance
Level 1 might be the most perilous stage for Dungeons and Dragons players, given they’ll start with the least health and resources in a campaign. A solitary goblin, if lucky enough to roll higher on initiative, could instantly defeat a player – an occurrence that would undoubtedly lead to frustration. However, when playing as part of a team, D&D players have some hope, but during a one-on-one game, level 1 can be a literal death sentence.
To enhance the gameplay experience for players, Dungeon Masters might want to initiate them at a higher character level, let’s say level 3. This would grant them access to their selected subclass earlier, providing them with additional Hit Points and actions. Boosting their abilities in this way could significantly impact the game, potentially extending the campaign’s duration and ensuring a more fulfilling experience for everyone involved.
5. Find A Way To Balance The Combat
There Are Several Ways For The DM To Achieve This
In my role as an enthusiastic Dungeons & Dragons (D&D) game master, I recognize the importance of crafting a balanced and engaging experience for a lone adventurer embarking on a thrilling journey filled with mystery, dungeons, and formidable foes. It’s crucial to avoid having the player teeter on the edge of defeat in every encounter, as this could quickly transform the game from enjoyable to overly stressful. Instead, I strive to strike a harmonious balance between maintaining the dangerous allure of D&D combat while providing ample opportunities for success and growth for the solitary player. Achieving this delicate equilibrium is key to ensuring an engaging and satisfying campaign for all involved.
A straightforward method is to minimize battles. This can be achieved through various means like decreasing the probability of unexpected confrontations, allowing players to peacefully rest every time they establish camp, lowering the number of adversaries in groups, or introducing an ally character. The ally could be controlled by either the player or the game master, depending on their choice, and will certainly help lessen the intensity during battles.
4. Consider Allowing The Gestalt Homebrew
Allowing The Player A Duel-Classed Character Makes Them More Of A Force To Be Reckoned With
Gestalt is an unofficial rule that permits players to delve deeply into multiple character classes simultaneously at the start of their adventure. Instead of gradually progressing in one class and then opting for another later on, players can select two classes immediately, reaping the advantages of both. In cases where features or benefits overlap, such as health points, abilities, or spell slots, the player gets to choose the most beneficial option from the chosen pair.
This creates a character with extraordinary versatility, capable of handling multiple roles within the game. Given that they will be the sole participant in the campaign, it’s crucial for them not only to excel at many skills but also to master them. This could eliminate the need for a DM character, keeping the player as the focal point throughout the campaign.
3. Don’t Steal The Player’s Spotlight
Even In Times Of Intervention, The Player Should Remain The Hero
At some point, the Dungeon Master (DM) may need to provide assistance to the players. This could result from an unbalanced combat scenario or a complex puzzle they’ve struggled with. Such instances are bound to happen, even in one-on-one games, and might occur more than once throughout the gameplay.
In simpler terms, introducing unexpected solutions (deus ex machina) can significantly cut down on challenges for players, potentially eliminating a character or causing discomfort if overused. However, the game designer could engage players more by allowing them to reciprocate these rescues, making them feel active participants rather than mere spectators. It’s essential to maintain a balance, as too much intervention by the DM might make players wonder why they, the powerful characters, aren’t the ones saving the world instead.
2. Abandon The DM Versus Player Mentality
Work With The Player, Not Against Them
In simpler terms for D&D, the player and the Dungeon Master (DM) usually work against each other. The DM creates enemies, lays traps, and presents challenges to slow down the players’ progress. This is all part of the enjoyable competition in D&D, but it’s important that this doesn’t escalate into a constant conflict where it seems like the DM is trying to outwit or sabotage the player. Although death can occur, it shouldn’t be the DM’s aim, not even if they lose interest in running the game.
When running a campaign, Dungeon Masters (DMs) shouldn’t make players feel like they are at odds with them. Instead, they should aim to challenge and engage the players without taking pleasure in their character’s demise. Instead, they should root for the players’ success because if their characters die, it means the end of the shared campaign.
DMs don’t have to be biased towards the players, but can instead imagine themselves as impartial storytellers who are simply recounting the adventure without favoring one side over the other. Ultimately, the goal is to create a fun and enjoyable gaming experience that doesn’t leave either party with negative feelings.
1. Review The Death Rules
Some Revisions Regarding Perma-Death May Be Needed
In Dungeons and Dragons, it’s understood that players accept the possibility of their character dying when they join the game, as any combat situation or certain environmental risks could lead to a character’s demise. When playing in a group, death usually means the player creates a new character to rejoin the party at an appropriate time. However, in a one-on-one game, this death is known as a Total Party Kill (TPK), which effectively concludes the campaign as there are no more characters left to carry on the quest.
In my gaming experience as a movie buff, I’d suggest that as a Dungeon Master, it could be intriguing to customize the rules of character demise in our tabletop adventure. Perhaps death doesn’t mean an end, instead, characters might return to their bodies if they have incomplete tasks, or reincarnation could occur, giving players a fresh start in a completely new body, enabling them to complete what they left undone in their previous life. Alternatively, we could explore the concept of a time loop, allowing players to come back repeatedly until they find a way to free themselves from the endless cycle. This approach keeps death as an integral part of our one-on-one campaign, ensuring that the game never truly ends.
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2025-01-30 06:34