Blog

One On One, Solo, and Duet RPG Adventures and Campaigns

For many people it is very difficult to find a group that some would deem a full party of adventurers to play Tabletop RPGs. When I got into gaming this was the case for me. I struggled to find people to play Heroes Unlimited which for me this was the game that I loved when I was 12 and loved up until recently. My first RPG group was 2 players and a GM. When the GM moved it made it near impossible to game because we had it in our mind you needed multiple players to play the game properly. If we only knew about the possibility of playing with 1 player and a GM our RPG experience would have been drastically different.

The 1 player and 1 GM format I have seen called different things. I have seen it called 1 on 1, solo, and duet campaigns. What the actual correct terminology is I am not quite sure. What I do know is that this is a great way to run and play games for those of us who may struggle to find groups to play with. Some people use these types of games to help players catch up after mission a session. Some people use these types of games to teach a new player how the game is played. Either way it is a great way to game and can provide a vastly different experience than you may be used to.

A few years ago I attempted to run a Heroes Unlimited game like this for my wife. Our first session was a lot of fun. She played a Mega Hero that we rolled a lot of the stuff randomly. That character ended up being very similar to Thor which was pretty interesting. The idea of those first few sessions was that she had no idea how things worked on Earth. She broke an elevator door and beat 2 guys into a coma when they tried to kidnap her. Unfortunately the campaign didn't last very long because we ended up moving.

We tried again to do another duet campaign using Pathfinder when I was really getting into that system. The idea was that my wife would make and control a few characters. Her party was an Aasimar Sorcerer and an Oread Barbarian. We played a couple games and this was fun but we wanted enough players for a full party. This game died off but only because once again real life stepped in and we moved again.

Player's Handbook (Dungeons & Dragons)
$36.03
By Wizards RPG Team

There are many ways to play a game with one player. Maybe that player controls only a single character or they control a whole party of characters similar to how they would play a video game like Baldur's Gate. Maybe they handle all of the groups social interactions with NPCs or maybe they only control their single characters social interactions while the DM controls all of the other members of the group in social environments similar to Dragon Age for example. In the latter example the players choices could lead to some members of the party leaving the group. No matter how you choose to play this can be an extremely fun way to game.

This style of play is one I wish I was able to try sometime. I would love to play both as just a single character without a party and also a campaign where I play as a single character but in combat I can control a whole party. If I had a DM who was good at improvising I think this could be one of the most enjoyable ways for me to play a game.

On YouTube there are at least 2 channels that cover this style of game. Matt Click's afistfulofdice on YouTube and has recently started running games on his channel for his fiance. He is also my DM for the Provokers campaign and is a very good DM. Andrew Armstrong known as DawnforgedCast has a couple games in this style on his channel. One is with his wife, and the other is with one of his viewers. To see how these games can be played go and check those channels out. If you are interested in running or playing a game in this style feel free to join the Tabletop RPG One Shot Group and seek it out.


Tools for Getting People Invested (Guest Post)

There is a question that burns in the minds of many gamers: How do you get so and so to role-play? Many times GMs and players alike resort to instructing someone as if with a child, bribing them with mechanical incentives, or just plain forcing role-playing situations on to a person they are just not comfortable with.

As someone who among their favorite hobbies have included improvisation and a lot of freer forms of role-playing without systems....

As someone who has been in the spot of no gamer friends and have had to introduce several people to role-playing who of all kinds: strangers,  friends, online, and offline....

As someone who has heard all the excuses of “It seems weird”, “I am not good at it”, or “That seems too nerdy”...

I want to say to you who are using social pressure. STOP!  You don’t need to these kinds of things. It is a person’s own choice if they want to role-play or be immersed into what is going on. It is a player’s or GM’s choice to be invested in a narrative, scene, or world. You need to do things that respect that person’s choice. It boggles my mind how GMs reward role-play with mechanical power and then are surprised when newer players get the idea mechanical power takes precedence. So many of these tactics of extra experience or ganging up on the person in a conversation is at worst hobby-destroying and at best belligerent. There are other ways.

There are things you can do to turn a player from being someone who eats out of your hand into someone of with their own sensibilities and proactive reasons to want to be involved. Why not have players who want, by choice, to work with everyone for the good of the experience? Why not have a GM that is equally invested in the characters as the players are? No matter what role it is, the trick is to help the person find their own reason for role-playing and their own reason for wanting the welfare of the session.  So here it is...

7 Subtle Ways to Help Someone be Invested in the Story

1.       Leave Blanks to Fill. Players and GM’s alike do have one thing in common: they will be engaged by what they helped create. Depending on what people are used to, this can seem counter to your habits. Letting a person decide a fact about the plot, the setting, or any given character is not as bad or as difficult as it sounds. They save the Tavern, so why not let them name it? The person has a previous relationship with your character’s relative, why not let them make that NPC’s appearance and personality?

Doing this does require you to trust the players. If that bothers you, I would advise gaming with people you do actually trust, since it is unhealthy not to. Regardless, you can test the waters of with a person by just letting them name something. Depending on how they respond, you know whether or not they can be a cool contributor to that part of the game. It’s simple; but one of the quickest ways to build attachment to a world is having done something to it and named something in it.

2.       Make things open to interpretation. Not every single aspect of a world or plot needs to be fully explained. If an event happens and there isn’t an immediate explanation, then there is a sense of curiosity to draw on. What eyes are looming in the dark? Was that a real conversation or a guise to mislead us? People will be motivated to by their own needed to fill in the canon. On top of that, letting others interpret an action or thing will allow you to know what assumptions their making about  the plot, characters, or setting. This will often times tell you more about what was actually communicated than they say was communicated.

3.       Play off assumptions. Once you know someone is thinking a certain a way about a situation, you can make a story out of it. Someone thinks its a trap when its not? Why not, mess with their heads and let them wander off into interesting territory? Someone interprets a character to be different than their cannon? Why not let that misunderstanding factor in the role-playing of their conversations? If you know what a person assumes, then you know what they will do. Knowing what a person will do opens up opportunities to create interesting situations. They will be invested by confronting the reality that this story, world, or character really isn’t what they thought. They were responded to.

4.       Give simple, meaningful choices. You can give someone an input that matters and break it down to 2 or 3 options. A person who is shy can be brought by asking if you should go left or right on a path. Giving choice means they’ve determined the path that is being tread upon. It was their choice and it has consequences attached to it. People are invested in things they have a choice in.

5.       Reward with Climax, not power. People have tried a “carrot-and-stick” method of manipulating GMs and Players alike. This can work but it doesn’t mean a person is interested in the world. The behavior x is a reward to y bonus to my character. That’s not what you want the table to think. The trail of bread crumbs will not work on every person and many can see through it.

The key is to reward people with their interests. What parts of the story do they want? Airship Mechanics? Flashy Moves? Large Combat? Long Slugfests? Words of grandeur? Interesting Environments? Whatever it is, let the getting to know the characters of the world and each other be the means by which they get that Climax they enjoy. Why not have a Bartender also be the organizer of a fighting ring that he can hookup things with? Why not tie in negotiation with allies into the massive combat strategy to have elements for everyone? There are plenty of ways for people of different intent to have middle ground. It turns into a positive feedback loop. The more involved everyone is, the more they get what interests them; consequently the more they are getting what interests them narratively, the more involved they are.

6.       Let them describe. A simple way to reward a really good roll is to acknowledge they succeeded and say to them, “How do you do it?” They describe their finishing blow, their massive revelation, their clever plot, their roaring speech when they choose as they choose. They have a window of agency and spotlight to properly get to display their character, plot, or setting as they wish.

7.       “In World” or “In Character” Jokes. People like to laugh and its one of the easier emotions to invoke in another. Turning an in character mishap into a slapstick mess involving the other player can lead them to realize the world has an emotion attached to it. Bring the GM’s NPC in on a gag. Make funny voices or lines within character rather than pop culture references outside of dialogue. Save the references for the what a person is doing in character and use them as simalies: “He failed his role and weeped in a deep voice like that Girl Scout from Dodgeball.” Laughing with a character attaches an emotion to them and people will be more engaged by what have an emotional value of.

There is obviously more to it than a list of simple tricks. There isn’t a one size fits all solution to get someone interested. But I can say from experience, that these ways help others at the table to get invested. Consider them tools to use rather than solutions to a problem.

As with anything this amateur writes, I hope this helps.

FaunTrodden

FaunTrodden's YouTube Channel

FaunTrodden's Blog 

Best Part About Online Gaming

Back a few months ago I decided to try and do a live chat on YouTube which led to some fantastic times talking to other gamers I had never met before. There was one chat that will go down as a life changer though. It is the one that founded the Tabletop RPG One Shot group. In that chat the forefathers of the group were FaunTrodden (Chepe), AJ Pickett, Sr2joker, Robert Ogre, Tenjou Mitchell (Grubbs), and Frank Frey. Since that day I feel privileged to call these guys friends.

On that night I never would have thought we would have came up with a group concept which now 500 people are enjoying on a daily basis. Games like Splicers, D&D5e, Cthulhutech, Heroes Unlimited, Stalker, and so many more are being played there. We still need more people running games but that will come in time I think as people get more comfortable.

Onto the best part about online gaming. Since that night I have been able to play in numerous games with these guys (and more) and I think it has only brought us closer. Every time you play in a good game with people there is a bond or connection made it seems. You have stories of these great memories that you created as a group and nobody can take that away. Isn't that what makes gaming in person so great? Really there is very little difference in my opinion between the two.

If you are interested in making YouTube videos gaming with people online leads to a lot of good video ideas as well for your channel. If you have a blog you can come up with great content for that. The positive vibes around the RPG One Shot group are fantastic and it makes me so proud to be part of such a fantastic community.

So go out and jump into a game or run a game when you can. Personally I am running a D&D5e game next Thursday for the One Shot group. Decided to bring in mostly newer members that haven't played yet. Then invited my friend sr2joker to play in it and help the others along. Should be a really fun game. Then in January I am starting a Heroes Unlimited campaign which is all because of the One Shot group as well. That game is full but should be a fun watch on YouTube for the masses.

If you feel a little nervous or apprehensive about  running or playing in a game online it is ok. We have all been there at some point but once you do it you will begin to wonder why you ever had any doubts about it. Then you will wish you got into this much sooner. It is fun and you make great friends. What more could you ask for?

What Is The Tabletop RPG One Shot Group On Facebook?

The Tabletop RPG One Shot group on Facebook is hands down the best place to go in order to find games to play in online. Within hours of posting what you are looking to run or play you will probably have a full group. This group has only been around a few months and is near the 500 member mark. The group could hit 600 members by the end of the year and as more people grow comfortable running online games it will only continue to grow.

Right now there are more than 8 games scheduled to be played in the near future. Some people have campaigns running because of the Tabletop RPG One Shot group. I have ran two Dungeons and Dragons Fifth Edition games so far. I've played in at least three Dungeons and Dragons Fifth Edition games,  Call of Cthulhu d20, Ninjas and Superspies, and a Heroes Unlimited game.

I am scheduled to run a Heroes Unlimited game and may run some D&D games soon. I am supposed to play in in a Heroes Unlimited game coming up soon as well. Really hoping someone runs Mutants and Masterminds soon because that is a game I have been curious about for awhile. The Dragon Age game might be fun to try out in the near future and I hear that someone may run it soon.

The amount of friends I have made from the group has been amazing! Everyone there has been great and there hasn't been any drama. Everyone is on the same page about being there to play games and just have some fun. Never before have I been part of a community that was so nice and appreciative of each other.

Looking forward to seeing how the group grows and the types of games that get ran there. Don't be afraid to try and play or run a niche game because there are a lot of people who always want to try something new. The group formed out of people wanting to try new games. You can play the same game over and over again or try that game on your shelf that your home group refuses to play. That is the true beauty of the One Shot Group. It is there for everyone and their interests!

Running a One Shot Tips

As the creator of the Tabletop RPG One Shot group on Facebook people have come to me about how to run a proper One Shot. Well first of all there is no correct way to have fun. If the One Shot is fun then you did it right. A One Shot is not much different than a normal night of gaming. With a One Shot though you do want to try and give the players a little bit of everything for the game. Let the players do a little RP, Roll some Dice, and test out the various mechanics for the game. The last thing I recommend trying to do is give the players a conclusion at the end.

Let the players RP. Personally at the start of a session I try to let the players feel each other out and RP together. This usually gets at least one of them to step up and lead the path I have noticed. Then the other players tend to follow the lead when it comes to RP and get more comfortable. If you sense that nobody is stepping up and RPing then move the show along. You just might have a group that isn't as RP heavy as another group might be.

Let the players roll some dice. Give the players some random checks or dice rolls related to the game and system. Sometimes the thing to help players come out of their shell is having them roll dice. In some instances it can refocus a player that isn't paying much attention. It can wake the group up and make them start thinking more. Making it related to the system gives the players some insight into how the mechanics work for the game being played too.

Give the players a conclusion. This one I try to do because leaving a cliff hanger on a One Shot can be agonizing for some. In the Tabletop RPG One Shot group many games have led to campaigns because they didn't have a conclusion. This isn't a bad thing at all but if your goal is to run a One Shot then I suggest giving the group a satisfying conclusion.

Hope you enjoyed these tips for running a One Shot. If you are interested in running or playing in a Tabletop RPG One Shot head on over to the Tabletop RPG One Shot group on Facebook and join today. Once you join, there are over 400 members willing to play and run almost anything. Great group of guys over there.