Another TPK - Sigh.

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Fates worse than death

ForceUser said:
I don't like changing my leveled approach to DMing to accomodate the players' poor choices. I also don't like starting over all the time.

What would you have done?

Probably the same thing you did, although I'd need a bit more information to be sure... If the battle was really one-sided, then I might have taken the capture-and-humiliate route... Only if it makes perfect sense within the context of the story (they can be ransomed off, or whatever), and even then, a few PCs would probably die -- so long as the PCs posed a real threat, I would never have an enemy deal subdual damage, unless they had a very real interest in keeping said PCs alive.

It's not a matter of "punishing" the players for stupid decisions -- most of my enjoyment as a DM comes from the creative satisfaction of being, in some way, an effective entertainer, and I think that's the same in most cases. Sure, we may enjoy the tedious mapping/planning/plotting/etc on its own terms, to some degree, but for the most part even that enjoyment comes from anticipating the reaction it gets from your players. TPKs are a downer. It's hard to take pleasure in the anticipation of a downer.

Yet still, there are (to abuse the term) fates worth than death to be considered. Which kills the fun more? A TPK, or deus ex machina? The TPK may be worse today, at the end of this session, but how much more exciting and tense are future battles going to be, when the players know I won't pull any punches? Alternatively, how dry are these battles going to be, with the players knowing -- however much they try to ignore it -- that there's an invisible safety net waiting for them when they hit bottom? If there's no chance for failure (and admittedly, a TPK is not the only means of failure -- more on that in a second), then how do the successes mean anything? If there are always second chances, why not just take 20 on the whole campaign?

I may or may not be a rat bastard DM -- I have had TPKs, for a variety of reasons. Usually it's a matter of players making mistakes that just can't be avoided without compromising the game's integrity... On occasion, it's just because I've made really really difficult encounters/situations for the PCs, ones where the odds were stacked against them, and they got wiped out. I don't mind doing this (I don't make a regular habit of doing this, either), because of all the other times when the PCs have won encounters like these. "We survived an encounter that threatened one-sixth of our resources!" is one helluva lot less exciting than "We survived an encounter which, by all odds and logic, should have wiped us out entirely." I've seen it happen plenty -- it always involves the players reaching into the farthest depths of their resourcefulness (which, as a player, I find the most satisfying part of the game), making clever, risky plays, and having a lot of damn good luck to boot. There's agony and ecstacy in the possible TPK. The only downside is that, by necessity, it opens up the possibility of a TPK.

Back to your specific problem, though: Three TPKs in two months (or whatever it was, I'm too lazy to browse back and check) is a lot... As much as I love the insanely dangerous encounter, they have to be used sparingly; like anything, they lose their thrill after a while, especially when the players realize that, at this rate, they're bound to have the bad luck to get killed off before their long-term objectives can be completed. It's hard to pick a frequency for this sort of encounter, but as a rough rule of thumb, I'd say once every six or seven levels -- so, if you look at a 20-level-spanning campaign as a three-act epic, these are the climactic, defining battles of each part (it sounds formulaic, but it works well with peoples' narrative sensibilities, so why not?)...

How do you keep things spicy in between? Well, moderately tough encounters are a little spicy, but if you really like challenging the PCs, I suggest getting a bit more creative with the definitions of success and failure. What are their goals in the campaign? Surely there are things other than death which can prevent these things from happening -- the magic item they need gets destroyed by some good clerics, who the party failed to convince of said magic item's necessity. The dark ritual which shall usher in a new age of doom is performed, and now there is a new age of doom. You didn't get the beef jerky when you had the chance, and now the cook and his brother will never be reunited. Et cetera.

Really, these are better than TPKs, because they seem just as urgent, but there's still an out -- at least, a better way out than rolling up new characters. If you play it off right, the players will be crushed and demoralized every bit as much as if their characters had died ("well damn, there goes the campaign... who wants pizza?")... but give them some time, and any player worthy of the name will hunker down and say "Okay, even though the princess has been disintegrated and her ashes used to fuel her vampire clone, there might still be a way to save her -- and if there is, we better find it!" If it's totally unreasonable for them to complete their original objective, well, they're going to have to settle for a smaller victory... and in my experience, players pursue those smaller victories much more vigorously than the larger ones. Failure sucks, but redemption is fun, so if it's done right, the whole process is generally worth it.

That said, I'd also like to echo the earlier sentiment that, whether or not you're a RBDM, it sounds like your game's a fun one to play in.
 

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I'm all for killing off a party or a character as the consequence of their own stupidity, but I also think a DM should give PCs a chance (or two) to realize it beforehand. Characters know a lot more about the world they're in than the players do. Let them make an intelligence roll, or knowledge roll and then tell them "You think that's a really bad idea b/c of this and this and this."

I would never tell players what to do, but I would certainly give them hints on what not to do.
 

ForceUser said:
The ogres returned home that evening, saw their slaughtered kin, and promptly organized a search for the culprits.

+

ForceUser said:
Meanwhile, the party had retreated half a mile away from the ogres' lair, built a fire, set a watch, and went to bed. The ogre leader was a tracker.

= TPK

Too funny.

"You don't want to kill us. But you will, if we let you. So I'm not going to let you." One of my players in college said that to me when he was very, very drunk. He doesn't remember it, but I've never forgotten it.

Don't go out of your way to kill them, but don't shirk your duties either. You're doing fine.
 
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I am currently DMing the "Shadows of the Last War" adventure for Eberron. The scenario is the PCs are travelling to a town and crest a ridge at night to see a campfire within the town, which is completely destroyed. The character with low-light vision rolled a very good Spot check and saw 5 human guards, 2 skeletons, 2 wagons and 16 horses. He also saw 1 guard going into and out of the city at different times. He also saw 2 Dwarven zombies milling about. They retreated a bit and rested overnight, with no campfire. Luckily, the adventure makes a point that the guards had been there for 3 days and were extremely bored, so they weren't being particularly watchful.

Anyway, the next day the PCs decide to go into the camp, in broad daylight, to talk to them. By this time, they noticed there were 9 guards, 4 skeletons, a male dwarf, a female human and the 2 zombies. Of course, once they reach camp one of the PCs tries to Inimidate a guard and fails. The guards were already hostile and decided not to put up with the PCs crap.

I expected a TPK. I was going to give them one if that's what happens. But they pulled it out. The mage went down a couple of times and everyone was down to single digit HP but they killed everyone. Amazing.

My point is, I would have TPKed the entire party because I thought they were doing something really stupid and I would have let it happen naturally. But they surprised me and didn't die.

That's one of the reasons I love being a DM. :D
 

By my experience, players are stupid. I´m particulary stupid as a player, and frequently miss those huge, bright neon clues DMs put in their modules and spend most of the session unconsciously inventing new and amusing ways to kill my character. When I realized that, I started to write and DM adventures assuming that the players are going to be stupid.

So far, my games have improved a lot, and when they are clever I have a pleasant surprise.
 

Find yourself one new player.
You need someone who will think before acting and can lead and teach your players.

It sounds like they're in it for the killin' 'n plunderin' and that's all they expect.

You can also throw them a few non-combat curveballs that will force them into playing as a team and thinking before doing but without the direct chance of death.

Eventually they'll either learn and improve, or find something else to do on game night.
 

First off, Guilt Puppy, wonderful post.

Second off, imagine this scenario had the ogres fought to subdue:

"We's got 'em now, gonna eats 'em later."

(disappointed ogre) "But they always gets away. Always."

(ogre leader): "Not if we mash their legs into paste, they don't. Say, put a kettle on. We can eats them later, but have foot stew now...."


RC
 

ForceUser said:
I was sleeping. I just got up. Good morning, sir. :p
Ahh, there you are! It would appear that the entire group (DM included) learned from this experience, and--ultimately--that's a great way for it to end. YAY! :lol:

(I mean, heck, even I learned from it, and I'm not even in your group!)
 
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Raven Crowking said:
I don't know if you DM, d4, but from my point of view, the DM invests a lot more time, energy, and money in the game than any given player, or all of the players as a group. Not only that, but if one or two players aren't having fun, there is still a game. If the DM isn't having fun, there is no game.

I would say, the DM sets the table. If no one wants to eat, then he shouldn't DM. But, given that anyone wants to eat from that table, they need to take into account what table they are eating from.
i've GMed more than i have played over that past 22 years.

to extend your analogy, the chef also does need to take into account the people he is serving. if i'm having Jewish and Muslim friends over, it would not be a good idea to serve pork. ;)

the players do always have the right to get up and leave if they don't like the game. i gave an example of when i myself did just that. on the other hand, i think it would have been better if we'd been able to come to a compromise, so that we could've kept the original group together. it never should have come to a point where 3/4 of the group wanted to leave because they weren't enjoying the game.


Chimera said:
Which really isn't doing them any favors.
giving them a game they enjoy isn't doing them any favors? :confused:

i always thought the goal of gaming was to have fun, not teach object lessons on strategy and tactics.

Chimera said:
They go on to their next game just like a guy in one recent group who expressed shock at suffering logical consequences of his character's actions by saying that no previous GM had ever done such a thing.

I don't have a lot of sympathy or support for the "My PC can do anything I want, whenever I want and I'd better always win" style of gaming.
i don't have a lot of sympathy for the "everyone must play my way" style of gaming, whatever that way may be.

it sounds like you don't like other styles of gaming than your own. that's fine -- i feel the same way. but you also seem to be advocating that everyone needs to play the same way you do, or "you're not doing them any favors".
 

d4 said:
i always thought the goal of gaming was to have fun, not teach object lessons on strategy and tactics.

i don't have a lot of sympathy for the "everyone must play my way" style of gaming, whatever that way may be.

it sounds like you don't like other styles of gaming than your own. that's fine -- i feel the same way. but you also seem to be advocating that everyone needs to play the same way you do, or "you're not doing them any favors".

<shakes head>

Oy.

Let's go off the deep end, shall we?
 

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