As of now, there are three players in the AD&D campaign I plan to start after Labor Day. I am sure there will be some fluctuation with some not being able to play some nights and we may get another player added later on. As a GM, now I have to start gearing up the campaign, particularly the adventures towards that number of players. I don't tend to have NPCs go along, and for whatever reason we rarely use hirelings. If an NPC does go along I like it to a single individual who plays an auxiliary role so as not to take the action away from the players.
I don't use too many canned modules, although I have one or two I put to the side, under glass "break in case of an emergency adventure is needed." Most of the old AD&D modules are written for 6 to 8 players. I've only ever had that players once for a campaign. Most of my groups tend to be very small two to three players and there are times when we've done some one-on-one. So when I start making these adventures for the players I'll need to consider their number. Some encounters will be the same no matter if it was one or a hundred players.
Another thing to consider is the classes. Rob made a super strong smash and bash fighter. Not sure what the other two will play, but I do like to tailor make adventures for players. Once I find out their strengths and weaknesses and motives I can develop something that will be fun for all of them. And develop the backstories and other fun conflicts.
Iplan on posting alot of the development stuff here. And I haven't stopped working on Starter Adventures. I'm actually rewritting one section and adding two more sections.