One-Hero Play: Two-Player Adventures in Swords of the Serpentine

By Kevin Kulp

Swords of the Serpentine doesn’t use Robin D. Laws’s One-2-One rules (including Edge and Problem cards), but the game is designed to play superbly with only one player and one GM. This type of adventure echoes the model of classic fantasy literature such as Conan or Elric where a main hero tackles their adventures alone, or at most with a companion or sidekick.

For one-Hero play you’ll need to make a small number of changes during character creation, and there’s some specialized advice for both GM and player.

Character Creation

As noted on p. 36 of the Adventurer’s Edition of SotS, if you’re the only player you’ll gain 14 Investigative Build points to create your Hero. That’s 4 more than you’d get with a full 5-person group. You can get an additional bonus point if you keep to only one profession, but that’s not always a good choice for one-Hero play; diversifying gives you more options when looking for leads.

The GM chapter on p. 269 of the Adventurer’s Edition has additional information, including that in one-Hero play the Hero gets an additional Ally point.

Example

Let’s say you want to play a hero patterned after the accomplishments of the real-world Ching Shih the pirate, making your hero a deposed pirate queen who’s fled to Eversink to regain her strength.

Five Players?

Were there five players or more, the Hero might look like this:

Fayne Chaskin, aka Captain Chask, deposed pirate queen of Min

Canny, diplomatic, strong-willed, middle-aged, murderous, loyal

Drives (what is best in life?): Wielding deadly force; following your own course; making an example for others to see

Defenses – Health: Health Threshold 3, Armor 1 (the leather hide of a great kraken), Health 8

Defenses – Morale: Morale Threshold 4, Grit 1 (confidence), Morale 10

Offense – Sway: Sway 5: Damage Modifier +1 (commanding)

Offense – Warfare: Warfare 8: Damage Modifier +1 (rapier)

Investigative abilities: Command 2, Intimidation 1, Nobility 1, Servility 1; Scurrilous Rumors 1, Skullduggery 3

Allegiances: Ally: Ancient Nobility 1, Ally: Outlanders 3; Enemy: Mercanti 1

General abilities: Athletics 4, Burglary 2, Preparedness 8 (Flashback), Stealth 3, Sway 5, Warfare 8 (Cleave)

Gear: A now-lost fleet of 800 ships (and almost 50,000 sailors) stolen from you by the Witch-Queen of Min; international warrants for your arrest and execution; a surprising sense of optimism; a desperate need to lay low; a perverse desire to crash the parties and balls of the nobility; your flagship The Savage Crown, moored unnoticed in a hidden swamp cove a day away; a handful of very important blackmail documents; fond memories of your gambling house and salt trading days; a jeweled hair comb from your mother, looted by her from Eversink nobility while you were still an infant; kraken-hide armor (Armor 1); a rapier whose hilt is fashioned from some kingdom’s stolen royal scepter, you aren’t sure whose (Damage Modifier +1)

One Player?

With only one Hero, though, you might build her Investigative abilities and Allegiances like this with the extra points:

Investigative abilities: Command 3, Intimidation 1, Liar’s Tell 1, Nobility 1, Servility 1; Ridiculous Luck 1, Scurrilous Rumors 1, Skullduggery 4

Allegiances: Ally: Ancient Nobility 1, Outlanders 4; Enemy: Mercanti 1

 

With Flashback from a high Preparedness, and 3 ranks of Ally: Outlanders, Captain Chask in a 5-player game has great narrative flexibility and wields substantial political pressure – and she can spend those points to have her still-loyal pirates show up in almost any circumstance to act as decoys, extra muscle, inside men, and assistants.

When you’re the only player, you have a Hero who is even better at having her commands obeyed; you can tell when someone is lying to you; you have a small amount of ridiculous luck; you’re even better at illegal activities (amongst the best in the city!); and your ties to your still-loyal pirates are remarkably strong. What you can’t do yourself, you can usually get someone else to do for you.

Player Advice

When adventuring you’ll run into the need for useful abilities you don’t have. Think like a fantasy hero: use a different ability creatively or find someone else in the city who might know what you need. If the GM gives you an interesting sidekick with a few abilities, they can help fill in for your weak spots.

You’re probably mighty in a fight, but you’re only one person – and your biggest weakness is facing lots of people at once in combat. If you’re facing a lot of enemies at once, you have a few options. You could surrender (although it’s probably more fun to make them work for it) and fight your way out later; you could spend a point of Taunt to challenge their leader to single combat, completely side-stepping the mooks; or you could spend points of an ability like Intimidation to buy yourself time to talk with your foes instead of fighting them. You could even use Flashback and spend a point of Charm to establish yourself as an old friend of the enemy leader. Consider creative solutions and pick the one that makes for the best or most exciting story.

Still want to fight? That’s solid heroing! If you’re facing Mooks and you have Warfare, Sway or Sorcery at 8+ ranks, spend all your combat ability at the start of the fight in a single amazing attack to try and down as many Mooks as possible as quickly as possible. You’re likely to defeat as many as 4 or 5 in that sudden flurry, and that will get you Refresh tokens AND buy you some time. You can spend Investigative points to briefly boost your defenses (p. 75); in a tough fight, that may well mean the difference between victory and defeat.

Finally, spend your Ally points to draw on your Allies in any situation where you want backup. That’s especially useful if you don’t already have a sidekick; a convenient nearby ally can help heal you, can bolster your Morale, may have knowledge and expertise you lack, and can pitch in during a fight. Intimidating your foe by having a dozen mercenaries or thieves suddenly show themselves is an excellent use of that resource.

GM Advice

GMs will find advice for one-Hero play on pp. 269-270 of the Adventurer’s Edition. Try not to toss the hero into an adventure that they’re particularly ill-suited for; without access to Teamwork, setting a Warfare-based hero against a monstrosity that can only be defeated by reducing their Morale is just going to be frustrating. More fun is an adventure where the Hero’s strengths can shine, and where the foes are not prepared for a single dangerous assailant.

As mentioned above, we like the idea of a sidekick during one-Hero play. It’s particularly useful for offering Investigative abilities that a Hero may lack, for emergency healing that keeps the Hero on their feet, and for giving you someone particularly fun to roleplay.

If converting existing adventures, handwave or eliminate large numbers of Mooks. A single Hero will likely focus on the most dramatically interesting target in the fight, and while they might need to fight their way through some speedbumps to get there, that shouldn’t necessarily be the focus of the scene.

Since your player won’t have any other players to bounce clues off of, don’t be at all shy about summarizing and talking through what they’ve learned, who’ve they’ve talked to, and where they’ve been so far in the adventure. It’ll help make sure they don’t accidentally bump into dead ends.


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, currently available for pre-order. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

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