Has anyone in the Taverned ran Dungeon World with Just one Player? Or as a solo RPG? If you have what (if anything) did you do about bonds. They really do seem to be peredicated on having a large enough adventuring party to make them work.
Has anyone in the Taverned ran Dungeon World with Just one Player?
Has anyone in the Taverned ran Dungeon World with Just one Player?
I suppose you could use them to tie the PC to important characters in the story and provide motivation?
If you solo you HAVE to check out
RPGsolo.com
But I would bond the character with things, concepts, settings, NPC’s, even actions
I have a solo game that I run for my 8yo daughter; we have just ignored Bonds.
Oh Solo as in one player, one GM? I met a GMless game- still definitely check out RPGsolo.com
Ovy Ortega
Actually Intended to cover one player both with and without a GM. As to RPGSolo.com, I’m aware of it but don’t use it mostly because I usually run my solo games on my Nexus 7 while commuting, so no internet. I use Mythic GME for game master emulation, with a local HTML file that answers all my fate questions. Adventure details put in a locally stored TiddlyWiki.
Kasper Brohus
I’ve GM’ed for my wife as the only player, but we largely ignored the bonds. You could use the bonds as a “take +Bond forward” when you make rolls against NPC’s you have a bond with, which was an idea I had, but never tried out.
Another idea is to give use the bonds as “loyalty” for hirelings?
Or simply just make an extra character under that players control, so you can use them as written?