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Author Modules with only one player (no companions)
Orleus regndal
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Profile: Orleus regndalNWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 16 Jul 2007
From: Oslo, Norway
Posted: Friday, 06 November 2009 07:56PM
I'm looking for good modules with only one player character, because I (sometimes) like to play without companions. Any suggestions? So far I've found (and played) Moonshadows chapter 1.
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Hugie


Joined: 17 Apr 2004
From: MA
Posted: Friday, 06 November 2009 08:27PM
You should try my module, Moonsha-- oh wait.
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Arkalezth
Game Owner
Profile: ArkalezthNWN 2
NWN 2: SoZ
Mass Effect


Joined: 11 Sep 2009
Posted: Friday, 06 November 2009 08:59PM
I played The Last of the Danaan without companions. There's some of them, but they're not necessary, and I can't say for sure, but I don't think they have a lot of conversations.
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Lugaid of the Red Stripes
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Profile: Lugaid of the Red StripesNWN 2


Joined: 14 Aug 2008
Posted: Friday, 06 November 2009 10:09PM
As Ark said, I designed Last of the Danaan to be played without companions. Two optional quests give you companions for a short time, but everything else is better played solo.

Link in my sig-
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Eguintir Eligard
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Profile: Eguintir EligardNWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 17 Feb 2008
Posted: Friday, 06 November 2009 11:59PM
This makes me wonder, how can u possibly make a game balanced with 1 player who can choose to be of any class, in a system that is designed to function as a team?

I can only see this working if the combat is essentially pointless enough that weakest classes can still survive, meaning the stronger ones wouldnt even blink, which sets a pretty crappy combat experience. It would be less work to offer no companions, but doesn't sound like much point.

Edited By Eguintir Eligard on 11/07/09 00:00

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Lugaid of the Red Stripes
Game Owner
Profile: Lugaid of the Red StripesNWN 2


Joined: 14 Aug 2008
Posted: Saturday, 07 November 2009 01:56AM
EE: Last of the Danaan was designed for rangers, so I didn't have to worry about too many different player classes, just the 'skilled melee' types - ranger, rogue, monk, barbarian, maybe multi-classed with fighter, cleric, or druid.

I see combat as a mixture of attack (melee & ranged), defense, mobility, and stealth, and so I design the battles to be fought differently depending on what style your character emphasizes. I stayed away from more exotic creatures, too, like Trolls, which would require casters or other specialized classes to take out.

I think it makes for a better game, too. With a full party, whatever choices you make about your character tend not to matter a whole lot, for any skill you invest in will be handled just as well by one of your companions, and any weakness in your character will be compensated for by someone else. In addition, skills like stealth and movement feats are only really useful if the whole party has them, making them nigh useless in standard party-based modules.

So simplifying everything down to the one PC makes every choice, every skill point and feat, count, and that eventually means that the character on the screen develops a real sense of personality based on their character sheet and how they use it in battle (or trying to avoid battle), rather than being that guy lying on the ground while Khelgar finishes off yet another roomful of Githyanki.
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tsongo
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Profile: tsongoNWN 2
Mass Effect PC


Joined: 22 Apr 2006
Posted: Saturday, 07 November 2009 02:30AM
And it certainly worked ! I had some excellent fights in my rural wanderings. Did cheat a bit with the console for my monk changing the danaan armour to clothes but I still looked the part and didn't change the stats.

So to the original poster give it a go you will not be disappointed..
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Eguintir Eligard
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Profile: Eguintir EligardNWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 17 Feb 2008
Posted: Saturday, 07 November 2009 03:05AM
Quote: I think it makes for a better game, too. With a full party, whatever choices you make about your character tend not to matter a whole lot, for any skill you invest in will be handled just as well by one of your companions, and any weakness in your character will be compensated for by someone else. In addition, skills like stealth and movement feats are only really useful if the whole party has them, making them nigh useless in standard party-based modules.

I noticed that about rogue skills but designed a "heist" quest for the party's rogue in my hopefully soon Beta version campaign. If you set a door transition to NON party, when you click it only the thief will appear at the other end with the party safely in the entry area. Then the thief is free to dump all the loot in his pockets he can find, while slinky behind guards etc etc. Probably my funnest quest if only cause I havent seen it done yet.
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_Knightmare_
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Profile: _Knightmare_NWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 16 Mar 2004
Posted: Saturday, 07 November 2009 03:22AM
Quote: Posted 11/07/09 03:05 (GMT) by Eguintir Eligard
If you set a door transition to NON party, when you click it only the thief will appear at the other end with the party safely in the entry area.

Are you saying that the party was left behind in the previous area or that they just didn't jump with the thief to another location within the same (toolset) area?
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Eguintir Eligard
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Profile: Eguintir EligardNWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 17 Feb 2008
Posted: Saturday, 07 November 2009 12:01PM
you have to make two rooms in the same area but non connected (you know, the kind where the door actually has to transition you). Thats how I seperated my party cause i assumed using the voice commands to "hold" was too advanced for a lot of players and I didnt want to spell out how to do it and ruin immersion.
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Kaldor Silverwand
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Profile: Kaldor SilverwandNWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 20 Jun 2002
Posted: Monday, 09 November 2009 09:40PM
Quote: Posted 11/06/09 19:56 (GMT) by Orleus regndal

I'm looking for good modules with only one player character, because I (sometimes) like to play without companions. Any suggestions? So far I've found (and played) Moonshadows chapter 1.

I don't know your definition of "good modules", but both my Silverwand Sample Campaign and my remake of the PnP King's Festival do not mandate the use of companions. King's Festival requires MoTB and SoZ.

Regards
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Orleus regndal
Game Owner
Profile: Orleus regndalNWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 16 Jul 2007
From: Oslo, Norway
Posted: Sunday, 15 November 2009 12:49PM
Thanks for the suggestions. In addition, I don't think it would be a problem to singleplay Tome of Yewrun I: Dersuf (as I'm playing for the moment). You can play with one companion at any time, but you get more xp if you singleplay.
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Thibbledorf26
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Profile: Thibbledorf26NWN
NWN: SoU
NWN: HotU
Jade Empire
NWN 2
NWN 2: MotB
NWN 2: SoZ
Mass Effect


Joined: 24 Sep 2004
Posted: Tuesday, 17 November 2009 09:06AM
Quote: Posted 11/15/09 12:49 (GMT) by Orleus regndal

Thanks for the suggestions. In addition, I don't think it would be a problem to singleplay Tome of Yewrun I: Dersuf (as I'm playing for the moment). You can play with one companion at any time, but you get more xp if you singleplay.

Thanks for mentioning my mod. I should clarify, however, that the xp you gain is unaffected by having a companion; and the module recommends having one companion as soon as you can.
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nicethugbert
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Profile: nicethugbertNWN
NWN: SoU
NWN: HotU
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NWN 2: MotB
NWN 2: SoZ


Joined: 25 Mar 2004
From: The Presidency
Posted: Tuesday, 17 November 2009 12:04PM
Quote: Posted 11/06/09 23:59 (GMT) by Eguintir Eligard

This makes me wonder, how can u possibly make a game balanced with 1 player who can choose to be of any class, in a system that is designed to function as a team?

I can only see this working if the combat is essentially pointless enough that weakest classes can still survive, meaning the stronger ones wouldnt even blink, which sets a pretty crappy combat experience. It would be less work to offer no companions, but doesn't sound like much point.

You give them class appropriate content. Why should a rogue have to fight his way through like a fighter?
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kamalpoe
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Profile: kamalpoeNWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 28 Mar 2009
Posted: Tuesday, 17 November 2009 01:22PM
Quote: Posted 11/17/09 12:04 (GMT) by nicethugbert

Quote: Posted 11/06/09 23:59 (GMT) by Eguintir Eligard

This makes me wonder, how can u possibly make a game balanced with 1 player who can choose to be of any class, in a system that is designed to function as a team?

I can only see this working if the combat is essentially pointless enough that weakest classes can still survive, meaning the stronger ones wouldnt even blink, which sets a pretty crappy combat experience. It would be less work to offer no companions, but doesn't sound like much point.

You give them class appropriate content. Why should a rogue have to fight his way through like a fighter?
I did this in Path of Evil (though with a mandatory rogue companion). I gave four different paths through the module depending on your pc's starting class. Fighter types got mostly fighting quests, arcane casters get most fetch/research, rogues steal etc. Rogues and arcanes didn't have to fight anything until level 3 and their opponents were weaker. Everyone got 13-14 quests, but 9 were determined by starting class. A few quests overlapped to make it simpler.

Yes, it was 4 times the work.
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