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One on one games.

 
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WarOfTheTrees
Ecclesia


Joined: 03 May 2009
Posts: 9
Location: The woods

PostPosted: Mon May 04, 2009 4:35 pm    Post subject: One on one games. Reply with quote

I am working on a one on one game with my wife. (dont get dirty now)

Can you give me a heads up on anything i might need to consider about the mechanics? ( dont do it)

This is an area that is rarely touched by other systems except like tunnels and trolls. What to do if you have no one to play with, or you want to play with a significant other.

Seems alot of people only have maybe a spouse to play with, and could use a special rules section just for them. Its an idea.
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JimmySwill
YOGC Staff


Joined: 02 Jan 2008
Posts: 1390
Location: Torsche

PostPosted: Mon May 04, 2009 11:01 pm    Post subject: Reply with quote

That's not a bad idea for a WGJ topic. It's funny, but I haven't played a one-on-one Wayfarers game. You might be able to teach us something here, WotT.

My thoughts would be to include an allied NPC or two. What I do know is that 1st level characters are a bit more robust than most GMs expect. But solo might change that. A solo game might lean on proficiencies more than a party romp. -I'm thinking something like cat-burglary or incognito investigation here.

I'd be very interested in hearing what you've got planned, and how things pan out. I'll definitely put it in the big list of ideas for future material. If no one else tackles it (including yourself), I'll likely work it into a future journal issue.

Let us know how it goes!
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greyfaced
Heuristician


Joined: 06 Jun 2008
Posts: 509
Location: Pleroma, Oregon

PostPosted: Tue May 05, 2009 4:11 am    Post subject: Reply with quote

My quick answer would be that it entirely depends on what kind of character she would want to play, what work might need to be done for the game to play more smoothly. You seem to know enough about games to know most of what would come up as obstacles.

Skills could be a problem when starting out, because you won't have multiple people making checks. Like, on one person rolling to spot something important, or to learn something important.

I would assume that if the game was more geared in the evil or good sort of game it might fair better. If she was in some kind of evil organization with lone operatives, or in a sort of order of "good gals". So she'll have support if she's captured, or needs resources.

A big problem would be that the resistance checks against a lot of spells are kind of tough, and many spells can end a character rather easily. That could be a serious problem in a solo game. Some sort of useful familiar might work so she's not entirely alone, but you don't have to do all the NPC stuff....

That might make for an interesting solo game in and of itself.

She could be a horrible experiment where if she is killed something rather bad happens to all in the area, so that she is never killed, but could open the plot up to some rather dark sessions....hrm

This is a more interesting question than I thought it might have been at first glance. It opens up a lot of room for you to do some weird stuff in the plot arena.

There is a lot to say in response to your question, and I agree with Jimmy that it might be good to get an idea of what kind of thing you are thinking of running so as to be able to think about potential issues that could come up.

Sorry I couldn't give you more, but I have to study for some tests tomorrow. Unfortunately, as Jimmy mentioned we are a rather busy group of people, but I am more than willing to talk about things as best as I can.
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WarOfTheTrees
Ecclesia


Joined: 03 May 2009
Posts: 9
Location: The woods

PostPosted: Tue May 05, 2009 5:05 pm    Post subject: Reply with quote

You guys have already hit upon some of the things i have planned.

Here a small outline of what i have already in my head...

1. Build a character around the thief class. This is a nice all around kind of character. The kind of game i will present to her will be more about skills and puzzles, sneaking around. This is why Wayfarers is in the running for the system to use, because the mechanics for checks is really nice.

2. The game will start with her waking up in the family crypt. Waking from death. This is controversial, i have been thinking if this is even a good idea but, I am going to give her a necklace that will raise her from the dead. Its a family heirloom, and when it works it always transports her to the family crypt. The results can be a Little hard to predict though. Memories and such are a little foggy afterwords. upon waking she will have to break out of the wall, to where she will find a note and a chest.
I figure if she was in a party of adventurers there would be raise dead spells and such. Why not. Besides the story is going to be a little railroady. Mostly because my wife wants a kind of disney, romantic kind of setting.

3. The note will be from a wizard who knows the family. The note will say; You must come and see me, use this magic compass, and come at once. p.s. i have sent someone there to help you on your journey, his name is Pickle. Pickle is going to be an earth Golem the wizard has sent to protect her. ( he is going to look like a pickle because of the grass and plants growing in his dirt).

As you can already see this could go any of a million different ways. I have more plans, but they are not set in stone yet.

I truly believe that Wayfarers will seamlessly allow this to blossom. The skill checks are gonna be what really fleshes out the story.

Alot of people make the mistake of thinking RPG games have to be about killing and looting. Thats fine, but it can be about anything at all. I have some big ideas for this one.

Oh by the way, i didnt mention the dagger and shortsword set i want to give her at some point undetermined as of yet. I am going to call them Glimmer and Gloom. I thought it might be a good idea to give her magical weapons a little more early than usual to offset her being alone. Do you think that would be wise?
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JimmySwill
YOGC Staff


Joined: 02 Jan 2008
Posts: 1390
Location: Torsche

PostPosted: Wed May 06, 2009 7:43 am    Post subject: Reply with quote

That's an interesting start. Pickle the golem is awesome. I want to use that someday.

My guess is that balance as far as magic and items isn't such an issue in a solo scenario, as everything is from one player's perspective. Solo adventures seem to bring Myst and Zork to my mind. I think if you can achieve that kind of thoughtful/investigative interaction with the world, it would be a success.

Best of luck with it! And feel free to send us what feedback you have along the way. I'd be interested to know how it works out.
Quote:

Alot of people make the mistake of thinking RPG games have to be about killing and looting. Thats fine, but it can be about anything at all.

Agreed. There was an attempt to make Wayfarers a game that handles looting and killing, but also considers frequent creative non-combat scenarios. BTW, The mechanics for both combat and proficiencies can do many things, but there was not an overriding effort to make them 'complete' in a gamist sense. It is important the GM feels free to make some judgment calls, and I tried to stress this in the book. We tried to make a system that was simple, functional and flexible. Hope it works for you.
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Take a page out of the Unicorn Bible and dance all night by the Light of the Dragon's flame. -Champions of Breakfast
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Warden
Strategoi


Joined: 08 Jun 2009
Posts: 22

PostPosted: Tue Jun 09, 2009 11:20 am    Post subject: Reply with quote

I'd be very interestd to hear how others cope with the one on one roleplaying system. I can dredge up one (perhaps two if I'm lucky) players around the table.

One on one for me has its strengths and weaknesses. A strength is that it gets personal, there's more 'screen' time for a player, and the GM can better cater for the tastes of that one individual. Weaknesses would be...less pizza! The variety of different input/ideas and the socialising aspects of the game.
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