If you plan to run your own adventures (from your imagination) then it's quite easier to DM for any number of players, based on my experiences with both official Modules, versus my own homebrew campaigns. I regularly DM for 1 player alone, or 2 players (or any number from 1 to 9 players). If you have questions for how to make up your own adventure ideas for 2 Players, just ask, and I can help with addressing that question separately. If you plan to run the published adventure that's in the 5E Starter Set: definitely use some techniques like what Aaron and Pat have suggested. Their replies are already packed with good methods, and most of what I can say is paraphrasing what they advised. Like the original post asked, you can call this modifying, or adjusting --- another common synonym or related term for this is "re-scaling" so you can scale or re-scale the encounters to fit the Players that you have. You can scale the number of monsters, or the hit-points for each monster, down. That's pretty obvious but I don't know if it was mentioned yet. If you really mean like Specter interpreted this --- 1 DM and 1 Player --- then my advice is to let the 1 player run a whole party. One player alone can control 3 or 4 PC's (or up to 6-7). Or the Player can "be" their one PC who is a leader, and all the others are Henchmen-Followers (perhaps some controlled by the Player and some by the DM). It changes the dynamic of the game a lot, and is very fun, if the DM and player are friends & can be patient and proceed at the appropriate pace when 1 player has his hands full with a line of character sheets laid in front of him.