Me, Myself, and Him: Combat and Characters in one-player games

This entry is part 1 in the series One Player Is Enough

It’s been quite a while since I looked at the topic of the one-player campaign, also known as the solo campaign. The last time was back in May of 2010 in an Ask The GMs article, “Ask The GMs: How to GM solo PCs (especially in combat), and because the question was specifically about a […]

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A Singular Performance: Roleplay and General Principles in one-player games

This entry is part 2 in the series One Player Is Enough

A brief recap: Quite some time back, in an Ask-The-GMs, I discussed singe-player campaigns in what seemed at the time like quite a lot of detail. After recently starting a Dr Who single-player campaign, I decided to review that article to see if there was anything more to be said. It turned out that there […]

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The Solitary Thread, Frayed: Plots in one-player games

This entry is part 3 in the series One Player Is Enough

A brief recap: This is the third part in a detailed reexamination of singe-player campaigns. If you want to see the full Table Of Contents, it was included in Part One. In today’s article, I am going to look at how Plots and Play change in a single-player game. Let’s dive right in… Heading Due […]

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The Crochet Masterpiece: One-player games as Campaigns

This entry is part 4 in the series One Player Is Enough

A brief recap: This is the final part in a detailed reexamination of singe-player campaigns. If you want to see the full Table Of Contents, it was included in Part One (though it has definitely been updated since that was published). So far, we’ve looked at the effects on combat, characters, roleplay, and how those […]

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