Small Group C&C

zwolga

First Post
Hey guys -
After briefly flipping through a few pages, I'm not seeing anything on this topic, but please correct me if I'm missing something already posted.

I'm new to this site, and have heard good things about its community, so here I am with a question.

I'm thinking of running a game, as much for myself as for my players, to dip my feet into GMing. I've chosen Castles & Crusades as it's a staple for my regular group, and it's pretty light. I wanted to keep the group to just two (or mayyyybe three) players that I feel most comfortable with to start out.

Now I'm looking for advice. Are there modules for such things? Quick rules of thumb that I should think of while planning it? Any advice is helpful as I've really never GMed a tabletop session.

Again, let me know if there are other threads existing on this, and I'll take this down.
 
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There are C&C modules from Troll Lords and Goodman Games, but you can also very easily take any 3E (or earlier) module and convert it with next to no effort on the fly.

RPGNow.com is a good place to look for C&C modules, or for Goodman Games' 3E adventures.
 

There are C&C modules from Troll Lords and Goodman Games, but you can also very easily take any 3E (or earlier) module and convert it with next to no effort on the fly.

I guess I should clarify too: are there modules designed for 2 player games specifically? Should I instead be decreasing the difficulty of a regular module? Is that just a stupid question?
 

"The Haunted House" download on Dragonsfoot.org is a solo-1st-level adventure that could be easily beefed up. Most C&C or AD&D adventures work fine with 2 PCs if the PCs are 2-3 levels higher than the listed level; 2 3rd level PCs of appropriate classes could do a 1st level adventure like "Endless Tunnels of Enlandin" or "The Haunted House", both also on dragonsfoot, or TL's Assault on Blacktooth Ridge et al.

For dungeon-delving you want a couple of resilient PCs, maybe Fighter + Cleric or similar; Wizard + Rogue might struggle, though Rogue + Fighter or Wizard + Cleric might work.

Two PC groups are particularly good for urban adventuring, Fafhrd & the Grey Mouser style; and for sandboxing - you could create a city like Lankhmar suitable for urban adventuring, leads to some short 'delves', some 'random' encounters and have a great time. The City State of the Invincible Overlord/Wraith Overlord (pdf on rpgnow) could easily be used - either adapt the 3e Necromancer version, or the original Judges' Guild version has OD&D/AD&D stats that work great with C&C.
 

I guess I should clarify too: are there modules designed for 2 player games specifically? Should I instead be decreasing the difficulty of a regular module? Is that just a stupid question?

Most modules assume 4 to 6 players. There are some old school 1 on 1 modules, and I think Expeditious Retreat Press has done a series of 1 on 1 adventures that you can probably upgrade to 2 or 3 players.

Otherwise, yes, it is your job as CK to try and adjust the module to fit your group size.

Also, if you want more help with C&C you probably should go to the TLG forums themselves where I and many other active fans hang out:


Troll Lord Games - Index page

Plus you may find their store front website to be handy to look at:

Troll Lord Games
 


I don't think there are any modules specifically designed for 2 players, but it should be easy enough to tone down existing adventures. Just reduce enemies by 1/2 or hitpoints and damage of "solo" monsters by 1/2.
 

Hey guys -
After briefly flipping through a few pages, I'm not seeing anything on this topic, but please correct me if I'm missing something already posted.

I'm new to this site, and have heard good things about its community, so here I am with a question.

I'm thinking of running a game, as much for myself as for my players, to dip my feet into GMing. I've chosen Castles & Crusades as it's a staple for my regular group, and it's pretty light. I wanted to keep the group to just two (or mayyyybe three) players that I feel most comfortable with to start out.

Now I'm looking for advice. Are there modules for such things? Quick rules of thumb that I should think of while planning it? Any advice is helpful as I've really never GMed a tabletop session.

Again, let me know if there are other threads existing on this, and I'll take this down.

Welcome and good choice! I start my new C&C campaign next week and we too look very forward to it. Small, fast and simple with much role playing and fun ist our goal :).

Maybe you should allow your group to hire some helpers to use the normal modules - or you give them more starting XP and let them both multiclass?
A charlatan (wizard thief if I remember correctly) and a combination of cleric/ranger would be nice, for instance. Multiclassing should be in your PHB and you can find it in an older Crusaders Magazine (#3 I guess, most of mine are still in customs)

have fun and crusade!
 

I have not run or played C&C, but I've run many 2 person adventures and campaigns over the years. I find that usually I end up either letting the PCs hire a couple of henchman fighters and then they run the wizard/rogue/cleric types, or they run a wizard and a fighter and hire a cleric.

This gives the PCs a bit more depth of resources than just a pair of characters on their own, who especially at low level, can be very fragile.

As far as adapting modules, I suggest cutting monster numbers at least in half, but then keeping the option of having more arrive in a "second wave" in certain situations.

IE in sewer they are fighting giant rats; the module called for six of them. Try two, but if the PCs have an easy time of it, a third crawls out of the water in the final round of the fight. That won't work in all situations, of course, but is something to keep in mind.

Solo monsters are harder to adapt; look out for massive damage and high AC as potential problems. Fewer PCs means fewer actions per round, and that's dangerous.

WotC has/had a lot of free 3.0 and 3.5 adventures and adventure outlines on their site (vicious venues, etc...) that were easy to adapt and usually fairly fun. Also, their map a week column provided very evocative maps that were usually easy to write adventures for, when you're ready to try that.
 

All of these comments are super helpful and inspiring. Thanks, gents. Keep it coming! :)

I'm still exploring all of the comments/suggestions mentioned.
 

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