Games with only one player- Suggestions?

By FoxPhoenix135, in Rogue Trader Gamemasters

There are few of us in our gaming group, and sometimes we can't all make it. For those nights where only a pair of us show up (the GM and a single player), what would be some ways it might be possible to run a game? Can it work, or should the games wait until a second player can show up?

I don't see why it can't work - but I wouldn't run a 'main' adventure with them where they need the rest of the crew. Try a specialised scenario specific to their character - a ship based investigation, a port story, a hunting mission... Even ask the player what their character would like to do? Sometimes it might be that they want to sort out some of their own character;'s backstory or even some housekeeping that would annoy a group of players. This way the rest of the crew won't be cranky cause you killed them when they weren't there and they'll be jealous that the player who did turn up got special treatment! lol!

I think how to run this really depends on how often this happens. If you usualy have everyone, then Khan's method is quite effective. You can save the main plot for when the group is there, and let the individual do a 'personal quest' during their solo time. It's a great time for more compleate role playing as well as dealing with the consiquences of their history. Thankfuly Rogue Trader provides NPCs by the thousands, so the PC never has to really worry about being truely isolated.

If having only one or two players is the most common occurance, you may have no choice but to push forward with the story anyway. In this case you should make it clear that you'll be 'NPCing' the PCs while their player isn't there. If they want, at the end of sessions, lef the players provide a small list of 'stuff I plan to do' so you have guidance on the characters plans. This is a hard way to play, but with fluxuating groups, can be the most effective. Just remember not to stagnate an absent character to long.

Thanks for the suggestions so far guys, they are grand!

Another question: do you think it is practical (or even plausible) for the GM to NPC the other character classes that the group don't have? Such as, if a group has an Arch Militant, RT, Voidmaster, and Navigator, is it practical for the GM to NPC an Explorator for the ship? Fill in the gaps, so to speak, or is it better to leave the group how it is, and let the group lack some skills?

Other then the Navigator and an Astropath, every class has a 'more mundane' equivilent. As GM NPCs i'd be more inclined to use those then mess with making PC level NPCs. A team doesn't need an Arch-millitient, it can just have armsmen, Voidsmen instead of a true Void Master, priests instead of a real Missionary, Head Tech-Adept instead of an Explorater, etc. The Astropath Transendent could even be downgraded to a regular (Psy rating 1) Astropath in a small choir (2-3). Combine that with a frail navigator who doesn't like to leave his/her chambers and you've all but eliminated the need for any really 'high scale' characters. The Ships 'Crew Quality' number can be used for any rolls they might need to take.

This way you arn't making skills entirely unavaliable (except by DM fiat), but still present the superiority and specialness of the PCs.

Simple short things that can affect only one character without impacting on

the main campaign is easy enough, especially on a ship the size of a RT

vessel, or planetside.

FoxPhoenix135 said:

Thanks for the suggestions so far guys, they are grand!

Another question: do you think it is practical (or even plausible) for the GM to NPC the other character classes that the group don't have? Such as, if a group has an Arch Militant, RT, Voidmaster, and Navigator, is it practical for the GM to NPC an Explorator for the ship? Fill in the gaps, so to speak, or is it better to leave the group how it is, and let the group lack some skills?

My opinion is - a bit of both... Yes you can play NPCs - but they should never be as good as the players. Even better let the players role for the lesser NPCs. Let the group feel the lack of higher skills.

Giaus Novus Khan said:

FoxPhoenix135 said:

Thanks for the suggestions so far guys, they are grand!

Another question: do you think it is practical (or even plausible) for the GM to NPC the other character classes that the group don't have? Such as, if a group has an Arch Militant, RT, Voidmaster, and Navigator, is it practical for the GM to NPC an Explorator for the ship? Fill in the gaps, so to speak, or is it better to leave the group how it is, and let the group lack some skills?

My opinion is - a bit of both... Yes you can play NPCs - but they should never be as good as the players. Even better let the players role for the lesser NPCs. Let the group feel the lack of higher skills.

Unless they spent Ship Points on pumping up the Crew Quality up to Veteran level, in which case it's possible the crew rolls better than starting characters.