I’ve never had the hang of GMing one-on-one games. Every now and again I try again, because one-on-one games seem to be the only things I can schedule, even using the WonderNet. But the campaigns fail again and again. Perhaps I’m choosing the wrong player, but I never seem to get an encouraging degree of engagement. The player never seems to take off and get going. He never seems to talk himself into doing something. Also, I don’t get to listen to the discussions between the players. And I don’t get time to think.
Games with two character-players I can manage, but both players need to be good, active players.
I am most comfortable with groups of three or four character-players, which seem to come up with plenty of ideas of things to do, generate amusing internal interactions, waste enough time in discussion that I get time to think about my improvisations, be able to carry a player or two who is a bit more moderate in his or her capabilities or having an off evening, and, very importantly, provide enough mutual support and cover to characters that have significant quirks and weakness. Players are more willing to have their characters go out on a limb when there are complementary characters in the party to catch them if they fall and cover any weaknesses thus exposed.
Groups of five I can manage quite well, though I think that perhaps my attention gets dilute, and players get a bit restless.
With parties of six or more I really feel that I have trouble rationing spotlight time and keeping all the characters distinct and relevant.
What is your experience? Has anyone tried Gumshoe One-2-One yet?