TenFoldMore:
I'm more talking about potentially running a solo or small group game, but before that I'd like to understand the pros and cons.
So, I currently run pretty much exclusively solo games, I'd say in terms of pros:
- It's a lot easier to keep to a theme and an understanding when you only have to craft it around a single person - you have to tell a story which appeals to you and the other player and that's only one set of accomodations and comprimises you have to make to keep the game viable, rather than potentially needing to pull an idea in multiple different directions to suit a wider base of players. Equally, you can just focus on that one player's character and their arc as much as you want, rather than having to worry about sharing screen time.
- Equally, whether logistically or in terms of the plotline, you don't have to weigh up spoiling one person's game to make someone else's - if something doesn't work and you and the player agree to a retcon, then you don't have to sell it to a third person - you just do it. If you need to do a timejump, then you don't need to sacrifice another player's plotline to do so.
- Linked to that is player management. Accepting that everything sits on the pair of you, it also means you are never in a position where more than one person is ever waiting for a post or fretting about the game slowing down and having other people abandon ship, as long as there's an understanding between the people involved that they trust one another not to take the mickey and that they're both invested in the game.
- More generally, I think solo games generally allow more depth and more control, and I think it's also more fun as a GM because you're still getting a lot of the fun bits of being the GM without a lot of the player management, dealing with arguments etc., and you're also in a situation where you almost get to play as much as the person you're running with. Your NPCs can have fully fledged characters because they're not competing for the spotlight with other players, and you can do more to talk about how you're planning and checking in to see what they need to make sure things hit the mark or how you can change the game to make you both happier.
In terms of cons:
- Certainly, combat (especially where the system is based around group combat) is a lot harder to do well, and equally mechanics probably lose a bit of their sting when you know that the GM probably isn't going to just let the party be wiped out and make you start again unless it's agreed in advance. There are obviously ways around it and systems which can help with that in terms of changing where the balance sits (I've done some small group work with Ironsworn and that kind of SPRPG system is a bit more useful when getting a feasible approach), but you do lose that frisson of different characters interacting and synergising.
- Beyond that, player choice is very important because there's nowhere else to hide if you're not clicking. You can't carry a player who isn't at the stage where they can write well, do some of the leg work themselves and is willing to inhabit a character rather than playing a class, and that includes both them understanding and setting up arcs alongside you and indeed give their character genuine weaknesses and moments of doubt without needing the GM to lean on them. It's also worth noting that it's not always a direct transfer from players who you admire or work well with in a group game automatically working well in a solo setting, so there's a lot of feeling each other out and being willing to walk away if it doesn't feel right.
In terms of game systems, I tend to run freeform or light homebrew for solo games where possible - random chance is less useful when a single character's rolling can't be as absorbed by a group's resilience, and the stats I do use tend to be more useful for prompting the feeling of one writer or another when going into a scene than necessarily defining the result of a story.
That being said, I do think there's also scope within a small game to do more with complex rulesets which might not get a good airing with wider groups because they're overly complex or unwieldy, or because the games encourage a personal journey which gets diluted with a wider group. I'm looking to run a 1E Promethian the Created game with my writing partner in the near future which I'd never do in more than a group of 2-3, and some of the more complex games like Werewolf the Forsaken or Mage the Awakening (where a lot of the higher level suppliment work might put off less experienced players who want a more general game) could give the space to really dig into those obscure bits of canon and high potential ideas which often don't get picked in group games because players don't want to steal the limelight or upset a party balance.
In terms of the sort of stories, I think the main thing is that you need something which means something to the characters and where the specifics of those character design choices change the experience and the outcome. That means you probably want to think about their arc and then create a plot/action around that, rather than having a ready-made plot, setting and story beats and have the characters fit themselves around that. That doesn't preclude any particular genres which I can think of, but it does mean that you have to consider how every move that you make as a GM contributes to that character and their emotions and personal goals, rather than the more mathematical/strategy challenge of setting up a complicated boss fight or a level to entertain a group of five who want a bit of schlocky dungeon crawling.