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GameMastery Guide / Running a Game / How to Run a Game / The Science of GMing

Variant Play Experiences

Source GameMastery Guide pg. 44
Not every game session involves half a dozen people sitting around a table, with dice and character sheets in hand. Other popular play experiences include solo campaigns, convention play, and online games.

Solo Campaigns

Source GameMastery Guide pg. 44
A solo campaign—sometimes called a duet campaign— consists of one GM and one player. Such an arrangement is often perfect for spouses, roommates, siblings, and any other situation where players are scarce. In addition, a solo campaign is ideal for pursuing the kind of plotline that excludes other players—for example, an in-character romance, or a character who wants to build a business or carry out nefarious activities.

For better or worse, a solo campaign centers on the player’s character. Thus, it’s best to start with the character concept and build a storyline around that. For example, if your player wants a seafaring character, your campaign should focus on the ocean. You and the player should agree on the basics, then you can design adventures accordingly.

While this kind of campaign obligates you to cater to the tastes of your player, it also frees you from worrying about whether the other players are having fun—if your player’s enjoying it, you’re 100% successful. Still, this doesn’t mean you need to focus exclusively on things you know your player likes, as that can rob you of the chance to find new things he or she might enjoy. Lay your campaign’s foundation on known tastes, but feel free to explore.

Having only one PC poses some difficulties with standard adventures. A solo PC is incredibly vulnerable, not just to combat encounters, but to simple problems like falling into a pit—if the PC can’t make the required Climb check or get out of the pit with magic, he’s basically stuck. Likewise, a party of four PCs can deal with a monster that casts charm person on one party member, but a solo PC who fails that save is done for (unless you have a plan for dealing with the charmed PC shaking off the effect later and escaping). A good example to follow is a movie where there’s just one protagonist; combat encounters are usually either multiple weak opponents that are only a threat to the hero in numbers (and the hero often controls the battlefield so he can deal with them one or two at a time) or a single, more difficult opponent such as a lieutenant or the main villain.

One way to compensate for the lack of other party members is to expand the character’s range of abilities beyond what the game normally allows. As long as the character won’t ever be played in a “normal” campaign, there’s really nothing wrong with this tactic. Another option is to introduce one or more NPCs with the appropriate abilities, friends or sidekicks of the hero which can be played by either you or the player. You could also use magic items to help fill the gap. At some point, however, you may still need to adjust your adventure to eliminate challenges that the player simply cannot meet.

Stealth, skill, and roleplaying encounters are much more common in solo play. Just remember to have a backup plan should the PC fail to accomplish a goal, such as an alternate route around a trap, a quick combat resolution to a failed stealth situation, or a temporary way to neutralize or contain a dangerous opponent.

Convention Play

Source GameMastery Guide pg. 44
Conventions are hotbeds of gaming opportunity. While many RPG events available at game conventions are single-session adventures, timed dungeon runs, or tournaments, others are run through organized play groups like the Pathfinder Society which allow players to keep the same character over the course of several games (or conventions!), accumulating experience, gear, and notoriety. Campaigns that operate via game conventions and other public events lose a great deal of the camaraderie of a standard campaign due to the infrequency of sessions and the variable player mix, but such events can be perfect for players without a lot of free time or other players nearby. For more information on Pathfinder Society, the official organized play group for the Pathfinder Roleplaying Game, visit paizo.com/pathfindersociety.

Online Games

Source GameMastery Guide pg. 45
Since the birth of the Internet, GMs have been successfully taking their campaigns online. With an online campaign, you can play with people from anywhere in the world without leaving your own home. You can once again game with friends who have moved away, or make new friends from faraway places.

The two most common formats for online campaigns are messageboard games (which can also be conducted over email, if less conveniently) and live chat. In a messageboard game, the GM posts a description of events and asks for actions, and players post their replies. Though this method is slower, it carries no scheduling problems—players simply log on when they can and add their responses.

Live chat brings the play experience closer to that of a tabletop game. Everyone logs into the same chat channel at the same time. A live chat game moves slower than a tabletop one, but much faster than a messageboard game. Chat-based games require scheduling, however, and can be a significant headache when you have players from different time zones. Furthermore, absences may be more frequent until you get a solid group, as players are often less committed to an Internet game than an in-person engagement, but logs of missed game sessions allow absentees to quickly catch up on the action.