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.
Three players isn't a bad number. Some modules might be made difficult, I guess, but other than that not a biggie.
ReplyDeleteI played quite a bit of my AD&D career with two sometimes three players.
I will probably opt for a cleric.
ReplyDeleteI can relate-I play a lot of sessions with one player, and some with two. One day I hope to have a third.
ReplyDeleteIn AD&D a small party isn't that great an issue. Hirelings, Hirelings, Hirelings!
ReplyDeleteOh, an the odd henchman of course. :)
Wow, I can't imagine balancing encounters for a party that small. I'm used to 6 or 7 players in groups, but I prefer 5, when I get my druthers.
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ReplyDeleteWith three or less characters (and no hirelings/henchies/NPCs), balance is really about running.
ReplyDeleteAnd the thing to remember about running is that it is not important to be the fastest character, but it is vital to not be the slowest.
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