Title.
I'm a noob DM, I've played some 20 years ago, never DM'd.
So far, I've read the books, but more importantly, I've read and watched both Sly Flourish and Matt Colville so I think I got a handle on a few things.
I mean, not really, but I'm a bit more confident in knowing that I'll mess things up, but roll with it.
But... my first game would have a single PC who never played D&D, which isn't mentioned too often.
Any tips on running for a single noob PC?
My main concerns are:
a single 1st level PC can easily get wrecked by even a small number of goblins
playing a DM PC comes with important caveats
fudging dice can work but needs to be subtle enough, and not the only thing keeping the PC alive.
Action economy means even lowly encounters would have a very thin line between boring/challenging/tpk.
DMPC has its pitfalls, I'll need to avoid stealing their thunder and not become a leader/authoritative voice in the party.
As such, I was thinking on running more of a cowardly follower type rather than some full-fledged customer-support-superhero DMPC. Not that it needs to be bland, but I feel it definitely needs to be following rather than leading. Helpful and engaging, sure, but that NPC's story shouldn't be the focus.
I'd probably roleplay it, but have the PC run both in combat.
I'm very confident they'd enjoy getting something like a pet from a Wondrous Figurine, but I feel like getting/rescuing that from a BBEG SBEG (SmallerBEG) in their first adventure is probably more fun and memorable for them than just getting that in their starting equipment on their character sheet.
But I guess having them make a cool background story of how they got that might work too.
Pros: The wondrous figurine is implicitly not a leader, helps on-demand when they ask for it, rather than when the DM thinks so. Unlike a pet, it never really dies, it just goes to the astral plane to kick their wounds and comes back purring. Having their beloved pet in an actual death situation is probably a red line for them, those will be discussed in session 0, but since I've been living with that player for 15 years, I already got a good picture.
Cons: probably a bit much magic at that level, but I'm not too worried about them being more powerful. Needs a realistic intro.
Not many cons tbh. If they have fun and I don't kill them outright I think that's pretty good.
I feel it'd be easier to have them be a bit more powerful and find bigger challenges if needed... than it would be to scale everything 25%.
So far... my plan is to inspire myself from Phandelver, but keeping it loose and as sandbox as I can manage.
I was thinking on running a coward, possibly expendable NPC with them at first, at least until they complete the first goblin hideout.
I'd change that to somehow have some of the goblins there using the reluctant figurine pet to torture Sildar (not unlike Drizzt' Gwenhwyvar to be honest).
The figurine could have been a gift from the Spider to Klarg for capturing Gundren.
Even then, I don't wanna plan too much and would rather find an organic way for things to happen.
Getting the figurine earlier than Klarg could be helpful, but needs a bit of work story-wise. Maybe there's a goblin teasing it instead of the chained wolves in one of that first room, idk. It'd have to feel natural.
The more I think about it, the more I think Gwenhwyvar was explicitly invented by Salvatore for Drizzt's first low-lvl single-PC campaign.
Any input is appreciated.
This post is way longer than it should
It seems like you want a character who is memorable, doesn’t have to keep on rolling death saving throws, and who can actually heal/do their job well. May I suggest something? In D&D, particularly in the Icewind Dale module, there is an item/creature named the Professor Orb. It is essentially a limited AI that you ask questions to about history and the like. You could modify it so that instead of doing history checks, it could heal or otherwise provide support the party. You can also change how it’s personality works, or you could even give it a funny voice! That way, when spoken to, it becomes memorable for the players. I would suggest against it being able to cast offensive spells, however. If you did, it would seriously unbalance the game unless you rolled up stats for it, meaning it could be killed. I hope you like my idea!
I'll check it out, thanks.
I realized a while ago that DM'ing was all about stealing random stuff and adapting it whereas I was thinking about telling a story, which was the wrong approach.
Make the framework and have the player(s) make their story instead of trying to tell whatever story I want.
Instead of DMPC I would give your player a retainer or two. Some hireling of less capability and importance than the PC but will complement them. Especially in combat. If they play a wizard they may have a martial bodyguard or two. A paladin a squire and an acolyte there to get some field experience. Give your player full control over these in combat. Outside of combat they could have a thing or two they could assist with. ASSIST with. I mean you want the PC to be the star so emphasize this. Now that I think of it it could be fun to have the hirelings do tasks the PC is horribly ill suited for. As for modifiers I would let the hirelings act at the PC's proficiency bonus without any ability modifiers, or as if they had a 10 in the relevant attribute. This way they won't overshadow the PC in areas the PC is competent in.
First off, I love your username. I've been playing a Githzerai inspired by Dak'kon on and off for the past 2 years and get to say that a lot.
Anyways, it looks like you've got the right idea already about a follower-NPC and that wondrous figurine pet as a reward!
I'm the opposite in that I'm DM'ing for a large group. But I've ran a session where they have had to face a doppelganger of themselves in their minds and the number 1 issue on running 1v1 encounters like that is that they're going to be screwed if they don't roll high in initiative. So the tip there is to reroll initiative after every round.
Next, that's just for a 1v1 scenario. I've only played Mines of Phandelver as a player so I've only got a rough idea of the first arc of the adventure, but that 1st goblin ambush is infamous for outright killing level 1 adventurers rules-as-written if they crit. No tips here, but maybe consider adding at least one more NPC for you or your player to control if you've got at least 3 goblins. Oh and level them up after that encounter.
Last, well what happens if your player gets knocked out? It isn't always the end of the story. The player could wake up in that goblin hideout as a captive and now it's a prison break!
If I ever had too large a group ans a flexible schedule, I think running a West Marches kinda game could be nice.
I was thinking the goblin ambush would have half the goblins, maybe with only one paying attention and the other further away busy imbibing whatever spoils from the carriage if need be. I have no qualms against using drunken gobbos, just gotta switch it up so it's not too obvious.
The encounter looks like a tutorial on stealth and surprise and can still be one without 4-8 attacks before the PC moves.
Having one retreat towards the hideout also works and it can be far enough that their odds of losing it are slim.
And yea, defeat doesn't always mean death.
Like all things it needs to be used sparingly and make sense in context. After all they did capture but Gundren and Sildar alive already so that works.
Also, I'm still figuring some things out with the Phandelver adventure itself...
I feel like The Black Spider lacks... idk... something.
If I wanna run this, I feel like the BBEG motivations should clearer in my head, this way I can run the guy and make him feel more "real" and not just a statblock at the last fight.
Also, how do they disrupt the statu quo?
Like... they're a drow wizard, out of Menzoberranzan... instead of plotting and backstabbing for a better station back home? Who is he?
Why is he there?
Banishment? Redemption? Revenge? Favor of the spider queen? Surely they'd send a priestess and more raiders instead if they were serious about the forge?
Why the forge?
As is, I think Nezznar has potential but lacks substance. Like he needs to be a bigger thorn into the world's statu quo. Like... what would happen if he was unopposed and claimed the forge? What then?
Obvious but less helpful answer: DND is designed for parties. Play a different rpg if you don't have a party. Fate is very good and more in line with how new players try to play RPGs anyway. It is not nearly so hard to learn new games as you probably think it is. DND is a weird idiosyncratic mess and that's why it was hard to learn.
More helpful answer: give them a sidekick or two. I think Tasha's has rules for it, or you can just wing it. Don't make a full dmpc. It's still going to suck because DND is inflexible and not designed for this.
Valid point.
I get that, but it's honestly also an opportunity to test the waters before jumping into a more traditional party.
Even running a short one-shot would probably work though.
We've played a lot of non-D&D and want more than what games like Gloomhaven, Descent, etc can offer.
They haven't played D&D yet, but they played D&D based CRPGs before and they had fun so I'm thinking I can pique their interest before moving on to something more traditional (if that's something they think they'd enjoy)