A 1 on 1 idea. Necromancer adventure
I think this fits discussion as I'm looking for opinions on if this sounds functional before moving forward with the idea. (Turned into a bit of a soapbox)
I've always thought that necromancers function very differently than other party memebers. You have lots of summons. Your spells kind of overlap other schools. You need to collect basic equipment for undead (based on DM rules). Maintaining undead is a choir for you if people hate them (most do) so you have to work around guards and such.
I think this would make a necromancer a good character for a solo game. Your undead dying off would be a good sign to retreat giving you a layer of safety with an undead bubble and no need for npc players. The choirs for a necromancer could be full missions, such as setting up a system to collect copses, befriend criminals to smjggle your undead around, massive shopping sprees. Combat would likely be swarm vs swarm with 1 or two unique creatires like casters and assassins that target the player with each side needing to defeat the troops so that theirs can swarm the enemy leader. Some things are morally gray even for a good necromancer which is easier when you only have 1 alignment to worry about. And honestly some things just need to get twisted around to make a necromancer feel like one before level 10 which means giving them free homebrew that would further make other players feel outshadowed but isn't a matter if they are alone.
I guess the discussion part is whether you agree disagree or think there is more that needs to be stated. I was originally thinking of making a game for a solo adventure following a necromancer but wanted to see if there are holes in this logic first before trying to work out details. (Basic idea was prodigy of a cult that was destroyed but you survived and with the skills you got you would choose the path you take. Would need to find out from player if they want to take over the world or try to fix its problems as it was kind of an open world logic with it.)