|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
GameMastery Guide
/
Getting Started
/
The GM as Host
/
Number of Players
Small Groups
Source
GameMastery Guide pg. 12
Groups of two or three can allow for more intense roleplaying, but they require you to carefully craft your challenges to be appropriate for fewer players. You’ll also need to compensate for any major abilities that may be missing from the party.
A simple way to accomplish the latter is to eliminate the need for those abilities. For example, if the party lacks a rogue, you may wish to remove traps and locks from the party’s path. Another method is to introduce an NPC who has the needed abilities—just so long as that NPC doesn’t steal the spotlight. Alternatively, you can give the characters magic items that perform the necessary function, such as healing potions and wands for the party without a healer. Last but not least, if the players are experienced enough to handle it, you might enjoy letting each player play two characters to round out the group.