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As DM, ever TRIED a T.P.K. -- and FAILED?
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<blockquote data-quote="Henry" data-source="post: 1428811" data-attributes="member: 158"><p>Mainly because I have found that in my experience players get upset with DM handwaving; there has to be a plausible reason that they are hosed, or they balk at the situation.</p><p></p><p>In my case. they walked willingly, though unknowingly, into the trap the thieves had set up to rid themselves of the nuisance. Even though they (I) figured that NO ONE would be able to save more than two or three times against the drugs they used, one spunky little halfling managed to not only beat the odds, but (to use the phrase) <em>beat them like a red-headed step-child</em> and still manage to go for help.</p><p></p><p>Perhaps the term TPK isn't as accurate as "no-win situation" - I've heard some good example of this (like the Blackcollar example - that was awesome!) but it always amuses me when I come up with a plan and the players still outfox me in a stunning way. By the time the player had burst through the window and made two successful hide checks, I didn't have the heart to throw an unblockable obstacle in her way - she duplicated Captain Kirk's Kobayashi Maru, plain and simple, and I gave her the "win" without regret. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Plus, at the end of the day, you can't beat the looks on the players' faces after an event like that. Mission was accomplished, whether the ambush succeeded or failed.</p></blockquote><p></p>
[QUOTE="Henry, post: 1428811, member: 158"] Mainly because I have found that in my experience players get upset with DM handwaving; there has to be a plausible reason that they are hosed, or they balk at the situation. In my case. they walked willingly, though unknowingly, into the trap the thieves had set up to rid themselves of the nuisance. Even though they (I) figured that NO ONE would be able to save more than two or three times against the drugs they used, one spunky little halfling managed to not only beat the odds, but (to use the phrase) [I]beat them like a red-headed step-child[/I] and still manage to go for help. Perhaps the term TPK isn't as accurate as "no-win situation" - I've heard some good example of this (like the Blackcollar example - that was awesome!) but it always amuses me when I come up with a plan and the players still outfox me in a stunning way. By the time the player had burst through the window and made two successful hide checks, I didn't have the heart to throw an unblockable obstacle in her way - she duplicated Captain Kirk's Kobayashi Maru, plain and simple, and I gave her the "win" without regret. :) Plus, at the end of the day, you can't beat the looks on the players' faces after an event like that. Mission was accomplished, whether the ambush succeeded or failed. [/QUOTE]
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