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Jame J
I have been thinking of running my fiancee solo in Shadowrun; we would use SR 4 most likely and she would play a weapons specialist.

Does anyone have any suggestions for adventures or campaigns I could liberally borrow from?
Raiden
uhh, assassin type missions mabye? really dont know, mabye a different game for 1 on 1?
Bearclaw
The nice thing about a solo is it can be much more of a story telling thing. You have a protagonist. You don't have to split focus and stuff. Start out with a character from any of the books, maybe a small character, and play out the part in the book, then go on. Spells and Chrome has the start to a lot of adventures, just waiting for some one to pick up a thread and go.
Raiden
you could def form a story around her one char. make a bunch of NPCs that show up from time to time, make it like a book where her actions decide the outcome. (hey, even write about it after! lol)
tsuyoshikentsu
Has she played Deus Ex? If no, run her through Deus Ex.
Miri
Another good place to look for some hooks is in Dunkelzahn's Will.

The Will
Neraph
You could also simply run the Missions. I'm trying to convince my brother to let me solo the Missions with him at the helm.
Byrel
biggrin.gif You're the lucky one; I'm trying to talk MY brother into letting him solo the missions with me at the head...
Midas
I think solo runs really need to be tailored to the skillset of the character. A matrix heavy run won't end well for a combat type with a cheap commlink, and magical opposition could ruin a mundane's day. This doesn't mean that the GM removes maglocks from the target facility for a character that doesn't have the Hardware skill, just that they are gonna have to do their research and be creative in solving problems that fall outside their sphere of expertise.

The player will also have to bear in mind the fact her character will have to be a lot more self-reliant than your average shadowrunner at CharGen. As well as her primary area of expertise, she will probably have to spend a lot of BP on being able to cover other bases as well as she is able. Think generalist build with a focus on a "speciality" she is known in the shadows for. Cash will likely be tight, as she will probably need to spring for a lot of gear such as a decent commlink, B&E gear such as maglock passkeys, and she would also be well advised to get a number of useful contacts that she can lean on for help.

The flavour of the campaign will depend on what speciality she chooses. Take Burn Notice as a "standard". Her character is Michael Weston just after he has got burned. The other cast of the show are her contacts, who she goes to for help when she gets in too deep or the job requires their expertise, and who might come to her for a favour if they need it. Possibilities include:

1) Assassin ("Nikita")
2) Social infiltrator
3) Master thief
4) Bodyguard
5) Noir detective ... etc, etc.
sk8bcn
QUOTE (Jame J @ Oct 17 2012, 01:28 AM) *
I have been thinking of running my fiancee solo in Shadowrun; we would use SR 4 most likely and she would play a weapons specialist.

Does anyone have any suggestions for adventures or campaigns I could liberally borrow from?


Make it full of sex. Increase your chances that the game derails biggrin.gif
MADness
Firstly, I almost had my bacon habit undercontrol. Now your (^) name has me wanting some.

Secondly, I think I may use it for a game with my wife. "Require" "roleplaying" and such. Hmmm, I need to go plan this.







And take a cold shower.
Neraph
QUOTE (Byrel @ Oct 17 2012, 12:42 AM) *
biggrin.gif You're the lucky one; I'm trying to talk MY brother into letting him solo the missions with me at the head...

... I'll be your brother. /puppydogeyes.

QUOTE (Midas @ Oct 17 2012, 02:25 AM) *
The player will also have to bear in mind the fact her character will have to be a lot more self-reliant than your average shadowrunner at CharGen. As well as her primary area of expertise, she will probably have to spend a lot of BP on being able to cover other bases as well as she is able. Think generalist build with a focus on a "speciality" she is known in the shadows for. Cash will likely be tight, as she will probably need to spring for a lot of gear such as a decent commlink, B&E gear such as maglock passkeys, and she would also be well advised to get a number of useful contacts that she can lean on for help.

Combining elements from my Fun With Free/Ally Spirits guide and my Vehicles, Drones, and Agents greatly increases a solo player's versatility - even a mundane, through Calling and a Spirit Pact (Formula Pact).
Byrel
QUOTE (Neraph @ Oct 17 2012, 01:19 PM) *
... I'll be your brother. /puppydogeyes.


Combining elements from my Fun With Free/Ally Spirits guide and my Vehicles, Drones, and Agents greatly increases a solo player's versatility - even a mundane, through Calling and a Spirit Pact (Formula Pact).


Too late, we're actually playing! His primary exposure to shadowrunverse is the Genesis game, so he used one of the Archetypes posted on here (Spook) with a handful of modifications for a single-runner-team.

ravensmuse
I'm on again off again running a solo game for my wife, based around the European Grand Tour.

It's okay to give her NPC helpers; in fact, we created three characters she can switch between as needed, so that the most important bases are covered.

Opposition wise, just keep stats simple and be willing to roll with whatever punches come at you. It's not that hard a game to solo, honestly.
Jame J
QUOTE (tsuyoshikentsu @ Oct 16 2012, 09:19 PM) *
Has she played Deus Ex? If no, run her through Deus Ex.


One problem - I have never played it, either.
Xahn Borealis
I've been running a small campaign with a friend now for a while, I used a healer shaman GMPC to watch her back. I also have a plan for a hacker to be available for her to hire as and when she needs it, like a team member who actually never accompanies her. The first session is here.
phoenix182
I've only run two solo campaigns in SR. The first I ran more or less straight, but it didn't work out too well. For the second I tweaked the character a bit to allow some magic, some decking, some fighting, etc...basically a jack-of-all trades type. That worked out MUCH better than the first time. Of course, they were weaker overall than if they'd focused on one thing, but then we tend to prefer lower power games anyway.
tsuyoshikentsu
QUOTE (Jame J @ Oct 27 2012, 07:38 AM) *
One problem - I have never played it, either.

Then STOP WHATEVER YOU ARE DOING AND PLAY DEUS EX.
All4BigGuns
QUOTE (tsuyoshikentsu @ Oct 16 2012, 08:19 PM) *
Has she played Deus Ex? If no, run her through Deus Ex.


What is this "Deus Ex" of which you speak?
Lionhearted
QUOTE (tsuyoshikentsu @ Nov 3 2012, 11:54 PM) *
Then STOP WHATEVER YOU ARE DOING AND PLAY DEUS EX.

Dont forget the HD texture pack although... That game is rather painful on the eyes nowadays...
Inu
The main thing about single-player games is that they actually aren't easier than five-player games -- in the latter, you have more characters to plan for, but a lot of time gets spent with the players interacting with each other. With one player, the GM has to be a lot more active (this, of course, varies from group to group).

I also tend to make a solo character a bit more powerful, to let them cover some more bases.

And don't bother with Deus Ex -- it was a groundbreaking game in its day, but its story is actually pretty terrible.
tsuyoshikentsu
QUOTE (Inu @ Nov 3 2012, 04:59 PM) *
And don't bother with Deus Ex -- it was a groundbreaking game in its day, but its story is actually pretty terrible.
Pistols at dawn, sir!

(JC's voice acting, on the other hand...)
FriendoftheDork
QUOTE (tsuyoshikentsu @ Oct 17 2012, 04:19 AM) *
Has she played Deus Ex? If no, run her through Deus Ex.


Hehe I'm doing this with a group in Pathfinder - would be much easier if there was only one player!
FriendoftheDork
QUOTE (Inu @ Nov 4 2012, 02:59 AM) *
The main thing about single-player games is that they actually aren't easier than five-player games -- in the latter, you have more characters to plan for, but a lot of time gets spent with the players interacting with each other. With one player, the GM has to be a lot more active (this, of course, varies from group to group).

I also tend to make a solo character a bit more powerful, to let them cover some more bases.

And don't bother with Deus Ex -- it was a groundbreaking game in its day, but its story is actually pretty terrible.


For a computer game, the story is very good. It's the graphics and even game-play that is outdated.

The fact that I even converted the story for an RPG for people who never played it before tells me it is better than average.

If someone made the story into a movie it would probably suck like Doom though.
Prime Mover
I've run two solo in the past.
One an adept I let travel with a Mage NPC.
One a Decker/Hacker game mostly centered around the hackers moms basement with lots of virtual action.

Both had there high and low points, as a GM I enjoyed running a matrix campaign without having to worry about cutting time from the rest of the team. It also allowed the creativity and skill of the hacker to really shine.
sunnyside
I've very much enjoyed the solo games I've GMed. It really lets you shift from a "run of the week" approach to a more epic novel/movie esque plotline because the spotlight is just on them.

Is your wife new to SR? If so I've had success with starting people out in the barrens. This allows them to start off ignoring the matrix and magic aspects of the game for a while, more or less, and build up to them. It also makes it so the player doesn't have to be an expert in the world or ways of Shadowrun and can learn.

In one game I had the character be an almost spoiled college kid that had never known anything outside their very nice corporate enclave. Their father was involved in...certain things, and so they had expended funds to get the kid some cyber upgrades for their personal safety (note skillwires are popular in the corps and let you turn an up and coming wageslave into a pretty able combatant very easily). The game started with the character getting grabbed in an extraction and the plane going down over the barrens. Throwing them into a wold of coffin motels and fighting for a cheap comlink in the Rats Nest.

From there they were able to build up NPC relations and engage in some runs while interfacing with the "main" plot.

I wouldn't be shy about having an "ending" for the campaign, with the idea of taking a break for a bit afterwards and considering anything after a sequel. I find this tightens up your writing very nicely.


In the other it was an Amerindian adept driven away from his tribe into the barrens. In this one the high level plot had to do with the Horrer that leg to them being driven away, but again initially they were dealing with more immediate concerns and learning about the shadowrun world so they can be competent in runs.

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