My party has requested I make small one player games that they can play instead of the main one when the rest of players can't make it. This I have no problem with, problem is I stuck trying to figure out a plot for such a game. Any ideas or advice would be greatly appreciated.
Good material to read would be Dragon of Icespire Peak since that gives you an insight in how to play an adventure module with only one player. Typically they get given a companion to make up for their class weakness and encounters are very small.
EDIT: There are also a number of one-player adventures in the Dungeon Masters Guild you could probably get for either free or dirt cheap. Change some of the names and places in those books to fit whatever setting you're in.
We sometimes play what we call "Lifespan" games. We usually play them during cabin weekends with my friend.
It's simultaneously world building and a short campaign.
Summary:
1. It's usually a game of heroic proportions. The character is somehow related to an important historical event, creates a new historical event or becomes a historical figure. Not simulating existing history/characters, but creating new history/characters or adding detail to existing events.
2. So it takes place in the past.
3. Character creation follows normal rules, but we're more open to customization and homebrewing than usual. Balance doesn't really matter in these.
4. Timeskips. Lots of timeskips. As the name suggest, you play scenes and bits here and there, covering the entire life of the char from early days of adventuring or even childhood to grave or some other end. Like I said, our Lifespan games are played over a weekend. Sometimes we just talk in-character for hours or spend an entire day focusing on a single adventure and then skip 10 years. The rhythm takes a bit of trial and error, but can be lots of fun. I enjoy these games both as a dm and player. Very personal and intimate. Close interaction between player and DM, creating an amazing story together.
5. Bend the rules and take shortcuts. Typically adventurers go through lots of trouble to get where they wanna go. Not these guys. The getting there bit can be quite quick, freeform and cinematic, focusing on the important bits. So it's a more narrative / story-driven /RP heavy concept than typical DnD campaigns.
6. Fights can be cinematic and focused. Dnd combat isn't good for solo, because status effects play a major role. So need to slim dowm combat a bit. Step 5 allows the player to fight their fights with full power, allowing tougher enemies.
7. Epic stuff. Our Lifespan characters have performed amazing feats and really helped create a detailed and dynamic world history. We've played heroes and villains and great rulers and godslayers. You can go over the top with these. Stuff that would normally take an entire party or not usually be possible at all.
8. Level up with timeskips. The characters typically get to lvl 20 before they die of old age - unless they die by the blade before that.
There. Takes quite a bit of improv skills, but has also improved our improv skills a lot. It's important to work together, player and DM. 😄
My party has requested I make small one player games that they can play instead of the main one when the rest of players can't make it. This I have no problem with, problem is I stuck trying to figure out a plot for such a game. Any ideas or advice would be greatly appreciated.
Good material to read would be Dragon of Icespire Peak since that gives you an insight in how to play an adventure module with only one player. Typically they get given a companion to make up for their class weakness and encounters are very small.
EDIT: There are also a number of one-player adventures in the Dungeon Masters Guild you could probably get for either free or dirt cheap. Change some of the names and places in those books to fit whatever setting you're in.
For inspiration, look to the PC backgrounds. If you feel comfortable running homebrew stuff, there can be a load of ideas within each character sheet.
We sometimes play what we call "Lifespan" games. We usually play them during cabin weekends with my friend.
It's simultaneously world building and a short campaign.
Summary:
1. It's usually a game of heroic proportions. The character is somehow related to an important historical event, creates a new historical event or becomes a historical figure. Not simulating existing history/characters, but creating new history/characters or adding detail to existing events.
2. So it takes place in the past.
3. Character creation follows normal rules, but we're more open to customization and homebrewing than usual. Balance doesn't really matter in these.
4. Timeskips. Lots of timeskips. As the name suggest, you play scenes and bits here and there, covering the entire life of the char from early days of adventuring or even childhood to grave or some other end. Like I said, our Lifespan games are played over a weekend. Sometimes we just talk in-character for hours or spend an entire day focusing on a single adventure and then skip 10 years. The rhythm takes a bit of trial and error, but can be lots of fun. I enjoy these games both as a dm and player. Very personal and intimate. Close interaction between player and DM, creating an amazing story together.
5. Bend the rules and take shortcuts. Typically adventurers go through lots of trouble to get where they wanna go. Not these guys. The getting there bit can be quite quick, freeform and cinematic, focusing on the important bits. So it's a more narrative / story-driven /RP heavy concept than typical DnD campaigns.
6. Fights can be cinematic and focused. Dnd combat isn't good for solo, because status effects play a major role. So need to slim dowm combat a bit. Step 5 allows the player to fight their fights with full power, allowing tougher enemies.
7. Epic stuff. Our Lifespan characters have performed amazing feats and really helped create a detailed and dynamic world history. We've played heroes and villains and great rulers and godslayers. You can go over the top with these. Stuff that would normally take an entire party or not usually be possible at all.
8. Level up with timeskips. The characters typically get to lvl 20 before they die of old age - unless they die by the blade before that.
There. Takes quite a bit of improv skills, but has also improved our improv skills a lot. It's important to work together, player and DM. 😄
Finland GMT/UTC +2
Thanks for the advice 🙂