Summary
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DMS should host a 0 session to set expectations for the individual campaign and to propose themes.
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It would be wise to consider the granting of characters to create a game one to one.
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The start of the player at a higher level can prevent further frustration and improve the chance of survival.
Prisons and dragons Most of the time it brings a group of four or more friends around a meal or in a vocal call discord to enter into a world of fantasy, myth and monsters. The game is perfect for a group of people, because it makes the fight more correct and throws more voices in the mix for the role play.

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That does not mean that each Prisons and dragons The game must be the same. Sometimes DMS might want to run a game for their roommate, partner or brother, reducing the number of players to one. These games are excellent fun on their own and can give an excellent means of passing a lazy Sunday before the work of the work week.
8
Host a session 0 with the player
Establish the expectations with the player to make sure that both participants are happy and ready
A session 0 is a vital part of any Prisons and dragons Game, because it marks the moment when DM can propose what kind of campaign they want to run, whether it is a house game in their own universe or one of the many pre-written adventures. Players can then talk about what kind of characters they want to play and if they match the topics of the game and, if not, how they could be part of that world.
For one game one by one, it is even more imperative to organize a session 0, because there will be much more collaboration between the player and the DM in this type of campaign. With only one player, they could actually work with DM and talk about what kind of world and story they might want to be part of, giving it more a voice in the game. There could also be discussions about how the game could be properly balanced. Examples in this regard could include offering the player an animal companion, another controlling character or DM could even inject a player in the story to help them.
7
Grant bonuses to create characters
Ensure -The player is adequately equipped for the travel that follows
It is no secret that starting the equipment in Prisons and dragons It is quite light. Often, players are awarded the minimum, such as armor, some simple weapons and a gold coin, which can be a necessary resource for those who want to put their hands on some weapons, witches and stronger potions to Prepare to prepare them for the following dangers.

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Because they will have to deal with one side of one, DMS could consider giving the player's equipment bonuses. In addition, DMS could also offer more gold, a few healing potions or an armor that has better statistics. They could even consider the player's granting a latent magic article, which can only be activated by a wizard, or may become alive during a moment of great need. In this way, the player can feel more at ease when he started for their adventure.
6
Start at a higher level
Jump the feared level 1 periods to give the player a chance to fight
Level 1 is perhaps the deadest level for Prisons and dragons Players, because they will have the smallest amount of health and resources at this time of a campaign. Even a single Goblin could push the player if he happened to rise above the initiative, which would be quite frustrating. At least as part of a group, D & d Players have a chance to fight, but during a game one by one, level 1 could literally be a death sentence.
As such, DMS could consider starting the player at a higher level – maybe just at level 3 – so he can have access to the chosen subclass. To have more HP and actions could make a world of difference. Maybe he could prevent a premature end of the campaign.
5
Find a way to balance the fight
There are several ways to do this
With a single player who is looking for a wonderful dangerous adventure, prisons and monsters, DMS must conceive a way to make sure that the player will not scrape through each fight with one foot in the grave. If this starts, the campaign may stop being fun and become too stressful. As such, DMs must find a way to mitigate the deadly nature of D & d Combat for a single player without reducing all tension and challenge. A good middle ground is a necessity.
The most obvious way is to simply reduce the fight. This can be done by reducing the chances of random meetings, making sure that players can pass the night every time they set the camp, reducing the number of enemies in groups or by adding a side blow in the mixture. The side blow would be controlled either by the player or by DM, depending on their preferences, and would certainly take some of the heat in the fight.
4
Consider allow Gestalt Homebrew
Allowing the player a character that ranks duel makes him more a force of being considered
Gestalt is a house decision that allows players to take more classes to the extreme. This means that, instead of choosing to raise a level in another class, the players get to choose two classes from the beginning, obtaining all the strengths and benefits of both. For any overlapping features, such as HP, features or spell slots, the player chooses more optimally from the two.

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This results in an extremely powerful character, who can play more than a role, but because they will be the only player in the campaign, it will not only have to be just the jack of all the trades, but also the master. This could delete the need for a DM character, allowing the player to remain the central point of the campaign.
3
Do not steal the player's reflectors light
Even in periods of intervention, the player should remain the hero
There will come a time when DM will have to throw the players a rescue line. This may be due to a fighting meeting that has not been properly balanced before time or maybe a puzzle that has left it. This will be an inevitability during one game one to one and it could even be a situation that appears several times.
This ex Machina Deus will save them for a long time, pain and even the unhappy loss of a character, but there is also the risk that the player will feel suddenly as if not the hero, especially if this will happen more than One occasion. Even in the periods in which they are saved, DM could continue to choose the player, making them reimburse his savior back, he may slip from a goblin camp or, by chance, finding them for the dead. On the way. While DM is also an important part of the game, the player should not be allowed to feel like a side character in their plot, because this can cause them to ask why the powerful PC DM is not the one which saves the world.
2
Abandon the mentality of DM versus player
Work with the player, not against them
In the basic terms Ai D & dThe player and DM are more often than on the opposite parts. DM rolls for hostile, places great traps and faces players with puzzles to prevent their progress. Everything is part of the good fun of D & dBut this should not lead to a rivalry that raises its head throughout the game, in which it feels that the DM is actually to get the player. Death is a possibility, of course, but it should not be the goal of DM, not even if they have become disinterested in the game.
As such, DMS should not feel as if they were going against the player. While challenging them, they should not become invested in their fall; Instead, they should cheer the player's victory, because their death will mean the death of the campaign they share with them. DMS does not necessarily have to stay strictly on their side and, if they prefer, they can imagine as a neutral entity, which only relives the story they have hired, not holding any prejudice to both parties. Finally, it is a game with a loved one who should not invoke negative feelings for anyone involved.
1
Review the rules of death
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Given, death is something that players risk lifting when they join a game Prisons and dragonswhereas each fighting scenario (and even some environmental dangers) can lead to the end of their character. While he played in a group, death leads largely to that player creating a new character to join the party at the nearest appropriate moment. But for a one-one game, which matters technically as the dreaded TPK, leaving the heroes to continue their search and, finally, to conclude the campaign.
As such, it could be worth the time to make their own changes to the rules that surround the characters in their particular game. They could work differently; The soul could find the way back to the body if it had unfinished work or reincarnation could be used to bring the player back in a totally different body, allowing him to finish what they started in their last life. It was also possible that the world is blocked in a time loop, which would allow the player to return again and again until they found a way to break the cycle. In this way, Death still has a place in the individual campaign, but will not stop the game.

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