Agemegos
Over-educated dilettante
- Joined
- May 15, 2021
- Messages
- 1,796
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I've made several attempts at running RPGs one-on-one, using ForeSight, HindSight, GURPS, James Bond 007, and Classified on various occasions. But I've never found it really satisfactory. And I don't think the problem is with the game mechanics — JB007 with a PC built on "00" points or Classified with a PC built on "Special Agent" points seem almost designed for duet play. One issue seems to be that I don't get enough time to think: there are never moments when the players are playing interactions or discussing implications and courses of action; so the player's focus is always on me, expecting me to say or listen to stuff. The other issue seems to be that a solo player more often reaches an impasse, stuck on a plan or analysis that won't work, or with no ideas at all and without anyone to bounce ideas off and point out errors and oversights. I don't want to play both sides of the table because that would leave the character-player without agency. But on the other hand I know that a lot of GMs out there make it work routinely.
What's your experience of duets, if any?
For those GMs out there who regularly run duets, what's your secret sauce? Do some formats work better than others? (For instance, do location-based dungeoncrawls and hexcrawls work better than mission-based adventures?) Do some genres work better than others? Do some rule sets work better than others? Do some character-players manage better than others? Or do you not have a secret sauce and find that your usual GMing approach works just fine for duets?
I am aware that Pelgrane Press publishes a few particular instances of Gumshoe One-2-One, as investigative games for the Cthulhu mythos setting and the Night's Black Agents campaign scheme ("Jason Bourne v. Vampires"). I haven't checked them out because I didn't care for the expendable skill points model in Trail of Cthulhu or Night's Black Agents or Gaean Reach or Dying Earth, and because I want a versatile investigation/heist core that does not include supernatural elements as integral. Have you tried Gumshoe One-2-One? How well did the solo rules work? Ought I to check it out for the purpose of adapting its duet mechanics to ForeSight and Classified games?
What's your experience of duets, if any?
For those GMs out there who regularly run duets, what's your secret sauce? Do some formats work better than others? (For instance, do location-based dungeoncrawls and hexcrawls work better than mission-based adventures?) Do some genres work better than others? Do some rule sets work better than others? Do some character-players manage better than others? Or do you not have a secret sauce and find that your usual GMing approach works just fine for duets?
I am aware that Pelgrane Press publishes a few particular instances of Gumshoe One-2-One, as investigative games for the Cthulhu mythos setting and the Night's Black Agents campaign scheme ("Jason Bourne v. Vampires"). I haven't checked them out because I didn't care for the expendable skill points model in Trail of Cthulhu or Night's Black Agents or Gaean Reach or Dying Earth, and because I want a versatile investigation/heist core that does not include supernatural elements as integral. Have you tried Gumshoe One-2-One? How well did the solo rules work? Ought I to check it out for the purpose of adapting its duet mechanics to ForeSight and Classified games?