Hey everyone, thanks for all the great responses!
It seems that there are two possibilities really, with a small group -- either you bulk up the party by some means (either with henchmen or multiple PCs per player) enough so that they can take on a "normal" dungeon adventure, or you design adventures specifically for 2 or 3 players. It's interesting to see that the prototypical D&D adventure really does assume probably at least 4 PCs, if not more, and that they quickly get very tricky if less PCs are available.
Regarding multiple PCs per player, we've tried that in the past, but some of the players don't like it, which I can understand. They felt that they couldn't really get immersed in the game in the way that they're used to, with their attention being split between two characters. We're thinking of giving henchmen a go in the future instead, but I sort of have a similar dislike of lots of henchmen, from the point of view of the LL -- I mostly prefer to focus on playing the monsters / enemies / environment, as opposed to having to also roleplay a gaggle of 6 assorted helpers!
Lord Kilgore, I really like the sound of what you described, with just running smaller dungeons where the assumption is clearly that the PCs won't be able to "win" just by pure force alone. It's a concept I'm often trying to promote in the games anyway (which not all of the players have really grokked yet), so that sounds like a really good opportunity! Throw them up against something that's really
obviously too powerful, and see what creative ways they find to circumvent it and to still get the loot (or whatever they're after).
I was also leaning towards the idea of more city-based adventures for small groups of PCs, so it's good to hear that thought echoed by what others have experienced.
Charlatan wrote:Oh and I'd like to add that making monsters, especially if no one is going to be critiquing them, is quite easy. You could make a whole host of weaker monsters, and your PCs wouldn't even have to know. Consider the mangy orclings and the majestic orange dragon.
That's a really good point as well Charlatan. Have them fighting gangs of mini-monsters doing 1 or perhaps 1d2 hp damage.
This has all been very inspiring actually! I'm all fired up to make some mini-adventures now, thanks everyone!
So I think I'll try to come up with a few backup mini-adventures that should last one session, suitable for 2 or perhaps 3 PCs, and have an obvious structure (in terms of a quickly identified mission and a few ways to achieve it). I think patron-keyed adventures (as you put it Lord Kilgore) are also a really good idea for these situations -- it's a very easy way to start off a one-shot adventure "you've been hired by X to do Y".
Black Wyvern, I'd definitely be up for making another adventure of some kind on the forum! It was a lot of fun. (I've not got my group into the Keebler ruins yet -- I've planted the hook but they've not bitten yet.
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I also just remembered the old TSR 'Fighter's challenge', 'Thief's challenge' etc adventures. I never read them but I remember hearing about them back in the AD&D 2e days -- adventures designed for a single 1st level character of the specified class. They should be easily usable for 2 PCs as well. Anyone ever played them?