Does it end with a TPK?

Is the death of players characters a final end to the story?

It has been on my thoughts for a long time. From one perspective it is logical. People die, their story ends and some other story starts, the cycle continues.

But, does it really make the game more interesting. What if the players could go back several steps and come up with a better solution.

What are your views on permiting re-tries?
What would be the pros and the cons of such home rules?
 

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I think the answer will be be dependent on whether the table had fun while the TPK occurred or not. Seeing everyone die one by one can actually be morbidly fun.

If the defeat is the end result of their planning or lack thereof, I'd also be more inclined to let things lie as a DM. If however, it was a bad night for everyone's dice and after the last body hits the floor the player's faces show more irk than smirk, consider a do-over. It's about fun, afterall.

Personally, even if it was down to bad luck on the dice I'd prefer my character just stay dead; I dislike "rewinds" that drastic.

TPKs can also be a really good chance to play a different type of character/party in the same world. If they go this route, I'd probably drop some rumors or something of their prior characters' deeds
 

Is the death of players characters a final end to the story?

It has been on my thoughts for a long time. From one perspective it is logical. People die, their story ends and some other story starts, the cycle continues.

But, does it really make the game more interesting. What if the players could go back several steps and come up with a better solution.

What are your views on permiting re-tries?
What would be the pros and the cons of such home rules?

In the best campaign I've ever been a part of - which was a weekly game in 1998-99 back in 2E days - we had something like that happen, but probably not quite the same as what you thought.

We were dealing with a long-term prophecy in the campaign and were in the midst of a climactic showdown maybe halfway through the campaign. My ranger, and a few other PCs, in a party of 10 PCs were dropped by this evil fey creature in a ruined forest temple. It was ugly. A very creative player (student at Yale going for his Master's there - so he had smarts) scribbled some remarks down on a paper & handed it over to the DM on his turn. He was playing an elven cleric/mage, and he had invoked the prophecy in an attempt to save the party... the DM said something like, "Well, that wasn't what I had in mind for the Miracle of the Weeping Trees, but I like the idea so much, I'll allow it!" And, it was basically the cleric/mage invoking his deity for divine intervention (A miracle in the forest, the trees were weeping because my ranger, a friend of the forest, was dead) and we turned back the clock a few rounds in game. The "save" ended up winning the battle for us because we rolled better the second time around (my ranger was famous for rolling poorly, so any hits were like a bonus...)

While I may not have written it out all that well, it played out great at the table at the time. It was one of many memorable showdowns from that campaign.

The end of that same campaign ended up with a TPK minus 1 - all of the party sacrificed themselves so one PC could do her job and prevent the Apocalypse. (the 9 PCs engaged a Pit Fiend, which really over-matched a level 8/9 party in 2E)

But, I also think it depends on how the TPK goes as well. If it's a real blowout, the party might not relish the idea of coming back. And, if it at the end of a grueling set of encounters in a long campaign, the players might be too spent emotionally to want to return from a TPK. Or, they might feel it cheapens things if they come back.
 
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I think the answer will be be dependent on whether the table had fun while the TPK occurred or not. Seeing everyone die one by one can actually be morbidly fun.

I've a slightly different take. It depends on how "fair" it seemed to the players.

In one 3.0 D&D game, we had a TPK with a high level party. But it didn't feel at all fair. Basically, our particular party had no chance against the undead monstrosities we were fighting. A different party would have but we just lacked the right combination of spells.

So the rewind felt right to all of us.

But in other cases it would have felt totally wrong to have a redo
 



I've only ever once done a retry after a TPK (Irontooth, KotS 4E w/ the quickplay characters). I don't ever plan on doing it again. It was stupid easy for the party to win the second time around, and if they had not, it would have been even more frustrating for the players.

However, I have once had a case where the original party died and the next group took up the same quest. It's not something I'd likely do again on purpose, but it wasn't an unpleasant experience.
 


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