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Should I Run or Play in a Solo Game? 8 Pros and Cons to Help You Decide

Greetings, gamers from all systems, places and timelines!

If you’ve never run or played in a solo game of D&D or some different system, then you’ve missed out on an interesting experience – even if, admittedly, one of the cornerstones of the game is built on collaborative roleplay. And, while  solo adventure can be extremely fun, it’s definitely not for all players or DMs for a single session, let alone an actual campaign. This is why we composed a list of pros and cons to help you decide if a solo game is something you would like to introduce or request from your DM.

Pro: Easier Scheduling

There are times when the real BBEG is the calendar. You might rather wrestle a Tarrasque than try to sit down with your actual friends and pick a night where all seven of you are free for several uninterrupted hours. Or, you can just say to your one friend in question, “Hey, wanna get takeout and play Wednesday night?” Because let’s be honest, nothing is quite as awesome as waiting weeks to play only to have the game postponed at the 11th hour.

Con: The DM Will Need to Have a Great Deal of Processing Power

If the player wants to travel in a group, then unless they are playing multiple PCs at once, the DM will be running the party NPCs as well. While in terms of roleplay it can be a little tricky, the rubber hits the road during combat. Because now the DM is running every monster on the battle map, and any NPC in the group. On the surface, this may not sound like a lot, but trust me, you will be rolling a lot of dice every turn of every battle.

Pro: The World Is Yours as Well as Theirs

This is truly a great environment for a sandbox-style campaign because now the main character can explore however and wherever they desire. Want to head West for three days and see what’s in that dark icy cave? Or make an afternoon of exploring underground tunnels that eventually lead to a crypt filled with magic and deadly traps?

Then go for it because this environment was made for you. Just don’t load up on too many items because this isn’t Skyrim and there isn’t a fast travel option.

Con: There Will Only Be So Much of a Party Dynamic

No matter how good the DM’s roleplaying skills are, it will be difficult for them to match the banter an entire party would naturally generate. Some of the greatest moments that happen in a game are just as likely to happen in a tavern as they are on a battlefield. So, as a DM, if you are selecting characters for a solo game, it’s better to use fewer ones with more refined personalities than several who will all end up struggling for screen time.

Pro: You Need Less Prep time

Sometimes when writing a module, it can feel like you’re designing computer code you don’t want to crash if someone does something unexpected. Other times, it becomes easy to get lost in the details of making sure that every character had something interesting happen to them between games or something will happen during it. However, with one player, this will never be an issue since they are the focus of the story and possibly even the campaign. This is especially easy if the player continually pitches ideas about what they want to do next that become endless free material.

Con: The Star Has to do the Heavy Lifting

The star will have to drive the story, do most, if not all, of the in-game planning and be the keystone of its roleplay. No pressure, right? Because plenty of players just come to the table to have a good time. Instead, in this format, they are expected to sing, dance and juggle. Others will thrive in this environment while loving that they never have to deal with the party splitting up again or get trapped in a debate over the group’s next move with a bunch of people who, in real life, struggle to agree on pizza toppings.

Pro: It’s a Great Chance to Give a Custom Reward

The vast majority of games shouldn’t end with the DM handing out treasure that is the D&D equivalent of winning the lottery. But this isn’t to say that a character should walk away with nothing for risking their lives because then what’s the point. These in-game rewards can take the form of furthering their personal story, getting well-guarded information or even that flying unicorn they always wanted. Just keep it in the context of the story and just grounded enough so there won’t be any friction when they return to their group.

Con: The Room Just Got a Whole Lot Smaller, and So Did Your Margin for Error

When you have a party of one, it may be easier to keep this person entertained, but that’s not always the case. And if the player has an issue with the direction the game is headed, then needless to say you have a major problem on your hands. However, this can be better approached if the DM and player have a collaborative story, since the star of the show is also the audience. So, always be open to feedback and, if you’re not getting any, don’t be afraid to ask.

Final Thoughts

Some of the most enjoyable games I have ever had the pleasure of playing were solo one-shots between adventures. And while that wasn’t something we did regularly, once in a while it has the same pallet cleansing effect as a holiday game. One of the most effective ways of keeping any game enjoyable in the long term is by changing things up.

Just don’t get your character killed during a side quest, because it sucks when it happens, and it’s even more uncomfortable explaining to your friends afterward.

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