Depends on what sort of adventure you want to run them through, and if you plan on adding in an NPC as a third "player" to help even out the party. Also what are your players playing and what level will they be?
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Grab Lost Mines of Phandelver or, my personal favorite, Sunless Citadel; they're what I see as introductory modules made for level 1 characters. If a third player is not an option, you can always give them a henchman to help them along in their adventure to make sure things don't get too hairy.
I don't recommend this but in opposition of you running an npc player character for a third party member you can have each player run two characters. Give one a pair of siblings and the other two best friends. Making two new players juggle character sheets sounds like a nightmare to me especially with spell casters.
I've done the NPC PC thing before after my player base suffered attrition. It worked out well until we reinforced. If you do it make sure the NPCPC's are interesting, I gave mine full backstories and personalities that could be explored along the adventure. My players came to know and love my NPC's almost romantically (notice me senpai!). I gave them a meat head half-orc barbarian named Blood Cairn. They called him Caren, but he didn't just grunt and strength check things. He feared curses and believed his necklace could detect them, whenever he discovered a crack or chip in one of the claws or fangs of his necklace he'd rage and kill his way away from where ever or what ever he perceived to be cursed. Going to great lengths to redeem himself if ever this caused him to appear cowardly. He had taken forty seven wives, (one for each battle he had won while still with his orc tribe) and was exiled due to this growing influence.
Even if you do a prebuilt campaign I'd recommend making you're NPCPC integral to the experience. An important part of the first adventure is to get your players invested and a friend that can come with them and grow beyond their current module is good way to start. Caren has been retired from PC with my player base now back up to a healthy four, but he still can be found roaming about the barracks, the bars, the battlefields and may one day return to his tribe to take revenge on the chief who threw him out.
Okay, thanks everyone! But actually, I found two other players for this game so we're set! And as for the adventure we're doing Blue Sword Games' The Burning Goblins adventure. It should be great!
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::: Smellhole ::: It's better to have loved and lost than to never have had a good pair of speakers.
I find myself in the same situation. I am introducing my 13-year old nephew to the game and I play an NPC alongside his (he had to choose that, right...!) wizard. Even though DnD sure is a "social game" meaning more than 2 people, I would still love to see D&D develop a couple of adventure modules that could be duoed/ soloed (with a DM npc tagging along for the ride).
How did you do it? Just use 2 of the characters provided and just get going?
I'm pretty new to this. Actually, my daughter received a starter set as a gift and now wants to play. I am (supposed to be) the DM and then my 2 kids (17 and 13) are on the adventure .
I tried the lost mines with 2 sometimes three but hated the first chapter. Even with using fantasy ground I found keeping track of all the rescued NPCs and remembering thier roles was a nightmare.. when they reached glupglop or whatever the town names were realised if forgotten the effect of the spores. Now to be fair it was the first game I’ve ever run using a ready made adventure and also ran an online game using Fantasy ground so benefit of the doubt .
I'd recommend a Paladin and cleric duo. Clerics are pretty powerful early on with spells like inflict wounds and cure wounds coupled with heavy armor proficiency. Paladins carry around a small pocket to hitpoints to doll out as well having decent damage capabilities with their smites. Though a fighter or barbarian may replace the paladin at no real loss.
My wife and I just started playing the game entirely and are having trouble find friends that want to play or learn. Is it possible to just play with a gm and a pc? We really want to play!
You can absolutely play with just 2. The new Essentials Kit, currently only at Target has actual rules for this. The other way to play is to take down the challenge of some encounters. Doing a stealth type campaign with any of the sneakier classes also works well. If you are into video games, think the Metal Gear series. Rogues work well, but there are different sub classes like Gloomstalker Ranger and Shadow Monks that can also operate well this way. Totem Barbarians are also extremely hard to kill. Whoever is DMing may have to modify somethings on the fly until you get a feel for what is an appropriate challenge. Reducing hit points of enemies in the middle of battle is perfectly fine. Taking away some of those abilities that can one shot the player is also alright. One player will never be able to take on anything like an ancient dragon, but hopefully if you want to do that, you can find a few other people. Think about what you will do if your player gets into trouble. Is there a relief valve? Is the challenge meant to be deadly? If so, have you put in place ways for the player to actually think their way out of it?
One on one sessions could also focus more on social encounters and skill challenges. I first cut my teeth DM'ing World of Darkness which lent itself well to one on one game play with it's retainer and mentor options (side kicks like in the essentials kit). If you'd like to try out the side kick rules before running off to target the rough draft rules are still available in the unearthed arcana.
I'm starting a campaign for my brothers soon, It's going to be a power heavy campaign, meaning they will accumulate strong magic items and stuff like that.
I know they will enjoy feeling powerful, so I'm gearing much of the campaign to that.
I'm going homebrew (not including monsters and stuff) and I'm making this campaign specifically for them, try to find a campaign that they will enjoy, if you think they'll like exploring, find an adventure with a bunch of exploring.
I personally used the Essential kits adventure! I found it very easy to run and it’s designed to only be played with 1 DM and 1 player. So I was able to play with 1 of my brothers then add another of my siblings half way through the game with no hassle.
I want to run two noobs through their first 5e game. It's just the two of them, though, and I can't seem to find a suitable adventure.
Suggestions?
Thanks.
::: Smellhole
::: It's better to have loved and lost than to never have had a good pair of speakers.
Depends on what sort of adventure you want to run them through, and if you plan on adding in an NPC as a third "player" to help even out the party. Also what are your players playing and what level will they be?
Grab Lost Mines of Phandelver or, my personal favorite, Sunless Citadel; they're what I see as introductory modules made for level 1 characters. If a third player is not an option, you can always give them a henchman to help them along in their adventure to make sure things don't get too hairy.
I don't recommend this but in opposition of you running an npc player character for a third party member you can have each player run two characters. Give one a pair of siblings and the other two best friends. Making two new players juggle character sheets sounds like a nightmare to me especially with spell casters.
I've done the NPC PC thing before after my player base suffered attrition. It worked out well until we reinforced. If you do it make sure the NPCPC's are interesting, I gave mine full backstories and personalities that could be explored along the adventure. My players came to know and love my NPC's almost romantically (notice me senpai!). I gave them a meat head half-orc barbarian named Blood Cairn. They called him Caren, but he didn't just grunt and strength check things. He feared curses and believed his necklace could detect them, whenever he discovered a crack or chip in one of the claws or fangs of his necklace he'd rage and kill his way away from where ever or what ever he perceived to be cursed. Going to great lengths to redeem himself if ever this caused him to appear cowardly. He had taken forty seven wives, (one for each battle he had won while still with his orc tribe) and was exiled due to this growing influence.
Even if you do a prebuilt campaign I'd recommend making you're NPCPC integral to the experience. An important part of the first adventure is to get your players invested and a friend that can come with them and grow beyond their current module is good way to start. Caren has been retired from PC with my player base now back up to a healthy four, but he still can be found roaming about the barracks, the bars, the battlefields and may one day return to his tribe to take revenge on the chief who threw him out.
Okay, thanks everyone! But actually, I found two other players for this game so we're set! And as for the adventure we're doing Blue Sword Games' The Burning Goblins adventure. It should be great!
::: Smellhole
::: It's better to have loved and lost than to never have had a good pair of speakers.
Good luck, have fun, and if you have any more questions, you know where we are!
Yeah, I know this already went down, but Lost Mine of Phandelver is awesome to play with 2 people.
I find myself in the same situation. I am introducing my 13-year old nephew to the game and I play an NPC alongside his (he had to choose that, right...!) wizard. Even though DnD sure is a "social game" meaning more than 2 people, I would still love to see D&D develop a couple of adventure modules that could be duoed/ soloed (with a DM npc tagging along for the ride).
Shining gemstone, I'm getting ready to run my husband and son through this. Any tips on which characters they should play to make this work?
How did you do it? Just use 2 of the characters provided and just get going?
I'm pretty new to this. Actually, my daughter received a starter set as a gift and now wants to play. I am (supposed to be) the DM and then my 2 kids (17 and 13) are on the adventure .
Will it work? It is a starter pack !
Mrsloclark, I'm in the same boat . Would be interested to hear how it goes for you.
PS. this is an edit because I just found this: https://rpg.stackexchange.com/questions/59430/is-playing-dd-5e-with-two-people-feasible Very useful tips
I tried the lost mines with 2 sometimes three but hated the first chapter. Even with using fantasy ground I found keeping track of all the rescued NPCs and remembering thier roles was a nightmare.. when they reached glupglop or whatever the town names were realised if forgotten the effect of the spores. Now to be fair it was the first game I’ve ever run using a ready made adventure and also ran an online game using Fantasy ground so benefit of the doubt .
I'd recommend a Paladin and cleric duo. Clerics are pretty powerful early on with spells like inflict wounds and cure wounds coupled with heavy armor proficiency. Paladins carry around a small pocket to hitpoints to doll out as well having decent damage capabilities with their smites. Though a fighter or barbarian may replace the paladin at no real loss.
My wife and I just started playing the game entirely and are having trouble find friends that want to play or learn. Is it possible to just play with a gm and a pc? We really want to play!
You can absolutely play with just 2. The new Essentials Kit, currently only at Target has actual rules for this. The other way to play is to take down the challenge of some encounters. Doing a stealth type campaign with any of the sneakier classes also works well. If you are into video games, think the Metal Gear series. Rogues work well, but there are different sub classes like Gloomstalker Ranger and Shadow Monks that can also operate well this way. Totem Barbarians are also extremely hard to kill. Whoever is DMing may have to modify somethings on the fly until you get a feel for what is an appropriate challenge. Reducing hit points of enemies in the middle of battle is perfectly fine. Taking away some of those abilities that can one shot the player is also alright. One player will never be able to take on anything like an ancient dragon, but hopefully if you want to do that, you can find a few other people. Think about what you will do if your player gets into trouble. Is there a relief valve? Is the challenge meant to be deadly? If so, have you put in place ways for the player to actually think their way out of it?
One on one sessions could also focus more on social encounters and skill challenges. I first cut my teeth DM'ing World of Darkness which lent itself well to one on one game play with it's retainer and mentor options (side kicks like in the essentials kit). If you'd like to try out the side kick rules before running off to target the rough draft rules are still available in the unearthed arcana.
Any campaign suggestions for a first time DM and a pair of players who have never played before?
I'm starting a campaign for my brothers soon, It's going to be a power heavy campaign, meaning they will accumulate strong magic items and stuff like that.
I know they will enjoy feeling powerful, so I'm gearing much of the campaign to that.
I'm going homebrew (not including monsters and stuff) and I'm making this campaign specifically for them, try to find a campaign that they will enjoy, if you think they'll like exploring, find an adventure with a bunch of exploring.
I personally used the Essential kits adventure!
I found it very easy to run and it’s designed to only be played with 1 DM and 1 player. So I was able to play with 1 of my brothers then add another of my siblings half way through the game with no hassle.
I had the same problem, therefore wrote an adventure suitable for 2 to 3 players myself and in the end also published it on DMSGuild:
https://www.dmsguild.com/m/product/419321