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View Full Version : [3.5] Modules or Campaigns for 2 players



AntiTrust
2013-05-08, 06:39 AM
Does anyone know of any modules that are made for or could easily be adapted for two players and one dm? Has anyone run campaigns for just two players?

I've got a couple of friends who want to play, but all we've got is the three of us. I know I could have them create more than one character each and then run a normal module, but I sort of like the idea of an adventuring duo and it certainly involves less mental gymnastics than having to juggle the personalities of more than one pc

Azernak0
2013-05-08, 06:53 AM
There are ways around only having two players... (http://ffn.nodwick.com/?p=56)

In all honesty though, I am not sure if there are any that work well with only two people. Three is pretty much the minimum I have seen in most campaigns/modules.

graymachine
2013-05-08, 07:00 AM
Yeah, three players and a DM is usually the minimum for publisher material. You can, however, up the power level of the two players to compensate (Gestalt Rules (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm)), although as a DM you will have to work very hard to fine-tune the balance.

prufock
2013-05-08, 07:09 AM
As an alternative to gestalt rules, you could simply have each player control 2 characters. This can get a little confusing in an RP sense, but fine for a short-term module. Just make sure there is something to distinguish between the two.

Another option is to give each character a free cohort as if they had the Leadership feat, and maybe even some followers.

DeltaEmil
2013-05-08, 07:29 AM
Being a GM for only two players is as easy as being a GM for three or four players. You'll just have to watch out for how many monsters you bring in a combat, and how strong they can be.

And since D&D 3.x Challenge Rating system is absolutely worthless and bogus, just make up new monsters more suited to your group's play style.