Burning Wheel sees a reasonable amount of one-on-one play, made obvious by the numerous (and awesome) actual play reports here. As I prepare to start one myself I thought it would be of benefit to see, in one place, all the great advice and experience the community has collected over the years in regards to this style of play. So here’s an open call to anyone who has the experience and would like to discuss general tips, potential snags, and how to address them. If we could, I’d ask that we leave theoretical pondering at the door. Only tips and problems that are derived from actual play please.
To start, having no 1n1 experience, I don’t have much to add here. BUT! The Adventure Burner does have a brief section on this style of play. Unfortunately, what I mostly hear about the Adventure Burner these days is how hard it is to find. Be that as it may, I do have a copy and I’m going to include, verbatim, what it has to say on the topic for those less fortunate. Luke, if this is poor form and you hate me for it…by all means jerk it down. And if you do, I’ll go into my book and scratch out your personalization about me still being awesome and change it to “You are no longer awesome.” I’ll pay for shipping both ways and you can initial the change.
Adventure Burner
One-on-One Games pp. 181-182Some of my favorite campaigns have been one-on-one: one player and myself as the GM. These games are intense. You have to be very focused. There’s no way to turn aside to another player and get a break while your brain chews on a thorny problem.
In my experience, this intensity makes the sessions shorter than they would be for a larger group. My one-player sessions lasted between two and three hours. Never longer. They’re exhausting since you can’t pass the spotlight and rest or reflect.
Mechanically, the game works fine in this mode except for three aspects: help, artha and trait votes. Help is a problem since there is only one player—and help is a vital aspect of the system that ties deeply to advancement and learning new skills. To remedy this, play strong NPCs and use them as surrogate PCs. Build close relationships. Let the NPCs help and be helped during play.
The artha awards for MVP, Workhorse and Embodiment are tricky. They are derived from a group vote. It’s too easy for the GM and player to lazily agree that all awards are deserved. Or too easy for the player to sit back and let the GM hand out the awards as he sees fit. Neither of these scenarios are acceptable. Both player and GM must be open, honest and critical of the session. They need to both look at the session with dispassion. Be harsh critics. Your play will benefit greatly from it.
Trait votes are difficult in a manner similar to group determined artha awards. It’s too easy to be lazy and just toss on benefits. The player and GM must be critical of the play and look at it with an open mind. Procedurally, the GM plays a dual role in the trait vote. He acts both as the group and the GM. It’s quite a bit of power. He judges the player’s performance and determines what trait is appropriate. He determines what traits are valid to be removed. It’s a bit stressful, but also very refreshing. It’s a tremendous venue for deeply changing a character. A one-on-one game will transform you and the way you play.
A group game is like a little party, but a one-on-one game is more like a date. The intimacy, for lack of a better word, can be intimidating. There’s nowhere to hide! Still, the experience is very rewarding. Try it out.