Unnecessary backstory: My group has been slowly shrinking over the last year, from 5, to 4, now down to three (starting to wonder if my personal hygiene is sub par or something.)
The two players who are left are good friends, but they don't seem super enthusiastic about continuing on with just the three of us. But, I asked them to at least give it a try because I'm a little reluctant to go find another player as that can be it's own headache. It's not off the table, I just want to try this first.
Lucky for me, when we rolled to see who the DM was going to be, I come up with the high role Fitting, I suppose, since I was pushing for it. So now I'm tasked with figuring out how to make this enjoyable...
Actual question: How do I make two player D&D fun for the three of us?
Are there classes that are at a significant disadvantage where they may not have a complimentary class (eg. Magic users often need a meat shield)? What can be done to mitigate those disadvantages?
Are there kinds of scenarios that just don't work well when you only have two players?
My biggest concern is in creating a campaign that plays to their characters We can't hit the Brawn/Magic/Support trifecta with just the two, so I'm really worried I may accidentally create scenarios they just can't complete.
Details: We're playing D&D 5, one of them is going to be a fighter, the other some sort of magic user. I really enjoy playing the Sword Coast in the Forgotten Realms, and I have access to the SC book for 5th Edition. I'm still a little new at DMing, but I can run a campaign without completely panicking...
Any thoughts? Resources? Or just a clear cut answer on how to approach this?