I have started running a new campaign with just 2 players.
I want to see how a campaign runs with such a small number of players and how that impacts the game.
We are two sessions in, and for the second session I decided to run the rest of the campaign, which is a player-driven sandbox, in 1:1 time.
I have since found out there really isn't a single definition when it comes to 1:1 time. And there is what is called "strict 1:1 time," too - go figure that our hobby couldn't agree on the definition of a term. 🙂
But anyway, I am running 1:1 time my own way, which is best summed up by this now defunct blog post (thanks Wayback Machine!). It sums it up nicely.
I thought about doing this because, A) I have always wanted to try it, and B) we play each Monday night, so I figure that it would be a perfect campaign to trial it in: a small number of players, playing consistently each week.
Each player has created 4 characters (I told them create 3, but they went over and above) and they have a small rundown farm as their homebase. They choose which adventures to go on, and which characters they choose for each one (they can only take one character on each adventure + any henchmen, hireling, mercs).
Given it has only been two weeks, I don't want to call it a success by any means, but I can say that those two sessions have been a blast!
The players really have taken to fixing up the rundown farm and have snagged their first adventure: goblins have been stealing building materials and attacking builders on a site a few miles outside of town.
The future will tell if the campaign is a success, but I haven't had this much fun running a game for a group in a long time. Great stuff!