Will wrote:A friend is interested in playing The One Ring, with myself acting as loremaster; we both very much like the idea of adventures for a single character.
Does anyone have any advice as to which of the pre-made adventures (for example that from the core rulebook or those in Tales from Wilderland or The Darkening of Mirkwood) would be most adaptable for a single player? Preferably, I'd like to stick as close to the original adventures as possible as my friend has not played The One Ring before, and they are so well-written.
Also, does anyone have any advice about running an adventure for a single player in terms of gameplay mechanics? I considered having an NPC alongside their character, but haven't yet decided on this.
Thanks
![Smile :)](images/smilies/icon_e_smile.gif)
Hi Will,
I've been running a single-player campaign for friend for the about 2 years now. There have certainly been a few growing pains along the way, but it has also been some of our most enjoyable gaming of late.
We've played through all of the pre-made adventures (some more heavily modified than others) but thinking on it now, the modifications I did make were based on how our story was unfolding and not because we only had one player. The Marsh Bell and Of Leaves and Stewed Hobbit are a good way to start. The poem and goblin-songs really highlight the flavour of Middle-Earth. Several here (including myself) have found it useful to build a larger adventure out of the dwarves' mission from the Marsh Bell: ie delivering the invitation to the Eagles. Rich has a good one.
As for mechanics two things are immediately apparent: journey rules and hope refresh are built around group play and must be altered. Hope refresh is simple enough. There will be natural moments in your story where the character will witness something that they find hopeful (kindness, beauty, mercy, wonder, etc). When these moments occur, let the player make a wisdom check for a chance to regain hope. It is not unwise to simply give a point or two of hope if the situation merits it. Journey rules are also simple to alter: just ignore the various roles and carry on.
You will also need to make a few minor modifications specific to your circumstance. Each culture & background has its gaps. For example, my player made a Barding with the Dragon-Eyed background which has a 3 Wits/Parry and no starting ranks in Athletics or Awareness. The low parry means that I have to be careful not to throw opponents with favoured weapon skills at the hero (goblin archers are particularly nasty against a starting character with a low parry). So sometimes I remove the "favoured" from an enemy's weapon skill. Basically, I try not to present obstacles that would exploit the character's gaps (unless, of course, the plot demands it).
I did have an NPC (at times two) accompany the player-character in a few of those early adventures. But these were handled simply, like true NPCs, and not as extra muscle. A good choice might be to have Balin join to the player-character after being saved in the Marsh Bell in order to complete that mission to the Eagles. Here is a good opportunity to highlight some of the game's themes. Perhaps Balin was made miserable by his failure in the Marsh Bell? The journey to the Eagles could also be about helping Balin regain some hope and realize that he is not too old for adventuring.
Happy gaming!
Daniel