I have recently decided to start a new campaign with only two of my friends. We recently had an issue with some of our other friends and agreed to do something with just the three of us. I am used to running a 7 player party, but not so much a party of only two people. Does anyone have any tips and tricks for prepping and handling a campaign for only two people? I have watched a few videos but curious to get other insights.
Obviously there is a lot you could do but off the top of my head I would suggest allowing a couple powerful companions augment the two heroes. Specifically, an animal companion for a non beast master ranger, an imp in the service of the patron sent to assist the warlock, a powerful Paladin's holy steed, etc etc. This allows the party to have a little power boost without breaking the game or complicating role play too much. Alternatively you could have your two friends be hired on to assist an NPC with some level of competence on an adventure. A wizard needs a rare component from the crypt of doom and could use a hand that sort of thing.
A two-player party is definitely far more intimate. Really delving into your PCs backstories will help tremendously, as will understanding your plot. The better you understand WHAT is going on, and WHY, the more you can fill your world in and allow those two PCs to interact with everything. You'll have a LOT more room for plot, too.
One of my campaigns is a two player party. With this campaign, I am able to dive further into each of the characters back stories and motivations. Remember that you now can give each of your players more of the spotlight. Combats will naturally go by faster due to less people, or be more difficult to lethal due to...well, less people. If you want the campaign to be combat focused, I would recommend actually allowing each of your players to have two player characters. This will fill out the party and make it feel like they are not being baby sat by the DM while allowing them to come up with cool synergies and strategies.
All in all, have a conversation with your players and figure out what they might want. If they want more of a social or exploration based game, this is perfect for a smaller party. If they want a combat based campaign, work with them to find out what solution will be most fun for you and them.
I run a drop in style game at the local library. We often only have two players. My more experienced players each run 2 characters u less we have a full table. That has helped us a lot. We started doing this before the sidekicks UA came out. Giving each player a sidekick would be another option. The sidekicks are less complex than a full on PC.
Bring in more people - search for someone locally, there's almost always someone looking to join something somewhere. The biggest issue I see with 2 players is that they can only bounce off each other, and you loose a lot of dynamic in such a group. It's you, and two players. I would look for more.
Gestalt Characters (originally introduced in 3rd edition dnd)
In this high-powered campaign variant, characters essentially take two classes at every level, taking the best aspects of each. The process is similar to multiclassing, except that characters gain the full benefits of each class at each level. If the two classes you choose have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The gestalt character retains all aspects that don't overlap.
The gestalt character variant is especially effective if you have three or fewer players in your D&D group, or if your players enjoy multiclassing and want characters with truly prodigious powers. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options.
If the above sounds interesting to you, these links will give more detail on how to build such a character and to balance the campaign for 3rd edition characters, though many of the concepts still apply in 5e.
I have run a couple of different two and three party campaigns. As stated above it definitely gives you more chance to delve in to the personal backstories of each character - so hopefully everyone is cool with extra RP time in the spotlight. The other previously mentioned point that I think is valuable is running an NPC yourself to help the group out.
Are you running a homebrew game or pre published adventures? I always ran homebrew games, so I could specifically tailor the game to my players strengths and weaknesses and this always worked brilliantly. If you run pre published adventures you should take into account that they were probably written to be taken on by a larger, evenly balanced party - so you might have to alter the encounters to give your players the appropriate challenge.
My two long running, small group games were made up of A Rogue and a Necromancer; and the second party was a Paladin and a Bard. I just focused on what those classes did well and when they needed to be brought back down to earth, focused on what they didn't do well.
Along with your players running second characters or using the new Sidekick rules, you can have some in town friendly merchants who help out with deals on items that will help the players fill in some of the skill gaps. Then you can use those merchants as supplemental short encounter quest givers!
No one wants to run a healer? Then I'd have a friendly merchant offer them super discounted potions, and ask they go pick up some rare ingredients in return.
No one is able to pick locks or detect traps? One of the blacksmiths reveals she used to have a bit of a shady past but is now an honest merchant. She is willing to sell her old thieves tools and offer some training if the players will help right a wrong she once committed.
No one is a tank who can take damage and protect the squishy members? The exotic animal merchant has a trained armored bear they'd love to sell your team, if only you'd help find forever homes for the orphaned kittens they found!
No one is a tank who can take damage and protect the squishy members? The exotic animal merchant has a trained armored bear they'd love to sell your team, if only you'd help find forever homes for the orphaned kittens they found!
Bear for kittens is a good trade.
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I have recently decided to start a new campaign with only two of my friends. We recently had an issue with some of our other friends and agreed to do something with just the three of us. I am used to running a 7 player party, but not so much a party of only two people. Does anyone have any tips and tricks for prepping and handling a campaign for only two people? I have watched a few videos but curious to get other insights.
Obviously there is a lot you could do but off the top of my head I would suggest allowing a couple powerful companions augment the two heroes. Specifically, an animal companion for a non beast master ranger, an imp in the service of the patron sent to assist the warlock, a powerful Paladin's holy steed, etc etc. This allows the party to have a little power boost without breaking the game or complicating role play too much. Alternatively you could have your two friends be hired on to assist an NPC with some level of competence on an adventure. A wizard needs a rare component from the crypt of doom and could use a hand that sort of thing.
Jesus Saves!... Everyone else takes damage.
A two-player party is definitely far more intimate. Really delving into your PCs backstories will help tremendously, as will understanding your plot. The better you understand WHAT is going on, and WHY, the more you can fill your world in and allow those two PCs to interact with everything. You'll have a LOT more room for plot, too.
One of my campaigns is a two player party. With this campaign, I am able to dive further into each of the characters back stories and motivations. Remember that you now can give each of your players more of the spotlight. Combats will naturally go by faster due to less people, or be more difficult to lethal due to...well, less people. If you want the campaign to be combat focused, I would recommend actually allowing each of your players to have two player characters. This will fill out the party and make it feel like they are not being baby sat by the DM while allowing them to come up with cool synergies and strategies.
All in all, have a conversation with your players and figure out what they might want. If they want more of a social or exploration based game, this is perfect for a smaller party. If they want a combat based campaign, work with them to find out what solution will be most fun for you and them.
Also, good luck and have fun.
These are great ideas that I didn't think of or see. Thank you!
I run a drop in style game at the local library. We often only have two players. My more experienced players each run 2 characters u less we have a full table. That has helped us a lot. We started doing this before the sidekicks UA came out. Giving each player a sidekick would be another option. The sidekicks are less complex than a full on PC.
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Bring in more people - search for someone locally, there's almost always someone looking to join something somewhere. The biggest issue I see with 2 players is that they can only bounce off each other, and you loose a lot of dynamic in such a group. It's you, and two players. I would look for more.
Gestalt Characters (originally introduced in 3rd edition dnd)
In this high-powered campaign variant, characters essentially take two classes at every level, taking the best aspects of each. The process is similar to multiclassing, except that characters gain the full benefits of each class at each level. If the two classes you choose have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The gestalt character retains all aspects that don't overlap.
The gestalt character variant is especially effective if you have three or fewer players in your D&D group, or if your players enjoy multiclassing and want characters with truly prodigious powers. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options.
If the above sounds interesting to you, these links will give more detail on how to build such a character and to balance the campaign for 3rd edition characters, though many of the concepts still apply in 5e.
https://dungeons.fandom.com/wiki/UA:Building_a_Gestalt_Character
https://dungeons.fandom.com/wiki/UA:Balancing_Gestalt_Characters
This link is just the first when googling "gestalt characters 5e" and it seems solid at a cursory glance but I haven't gone too far into it.
https://www.dandwiki.com/wiki/Gestalt_(5e_Variant_Rule)
I have run a couple of different two and three party campaigns. As stated above it definitely gives you more chance to delve in to the personal backstories of each character - so hopefully everyone is cool with extra RP time in the spotlight. The other previously mentioned point that I think is valuable is running an NPC yourself to help the group out.
Are you running a homebrew game or pre published adventures? I always ran homebrew games, so I could specifically tailor the game to my players strengths and weaknesses and this always worked brilliantly. If you run pre published adventures you should take into account that they were probably written to be taken on by a larger, evenly balanced party - so you might have to alter the encounters to give your players the appropriate challenge.
My two long running, small group games were made up of A Rogue and a Necromancer; and the second party was a Paladin and a Bard. I just focused on what those classes did well and when they needed to be brought back down to earth, focused on what they didn't do well.
Along with your players running second characters or using the new Sidekick rules, you can have some in town friendly merchants who help out with deals on items that will help the players fill in some of the skill gaps. Then you can use those merchants as supplemental short encounter quest givers!
No one wants to run a healer? Then I'd have a friendly merchant offer them super discounted potions, and ask they go pick up some rare ingredients in return.
No one is able to pick locks or detect traps? One of the blacksmiths reveals she used to have a bit of a shady past but is now an honest merchant. She is willing to sell her old thieves tools and offer some training if the players will help right a wrong she once committed.
No one is a tank who can take damage and protect the squishy members? The exotic animal merchant has a trained armored bear they'd love to sell your team, if only you'd help find forever homes for the orphaned kittens they found!
Find me on Twitter: @OboeLauren
Bear for kittens is a good trade.