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DM Advice: How do you handle a TPK?
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<blockquote data-quote="Crothian" data-source="post: 6464420" data-attributes="member: 232"><p>The last TPK we had was near the end of the nights session so we ended a little earlier and the players were wondering what was going to happen next. The next session they all found themselves standing before the God of Death to be judged. It was a solid role playing session were they had to defend their actions and go thorough high lights and low lights of their characters lives. We covered what happened in session but also brought up secrets in characters pasts that they never brought up. I also used Death to foreshadow events to come and fill in some gabs in their knowledge. It ended with Death about to give his verdict when they all awoke in a temple as one of their NPCs friends resurrected all the characters. I told them they had full memory of everything that happened and they had to over come the set back of dealing with the people the killed them. </p><p></p><p>I've done similar things like that before. In a 2e game I had the group fight and figure out how to escape the afterlife and get back to their world. It was a very Greek inspired setting so it worked well with the themes of it. In another game when just one of the PCs died the group found a way to go into the afterlife and retrieve her soul. There's a lot of fun things that can be done after a TPK that do not mean the end of the campaign.</p></blockquote><p></p>
[QUOTE="Crothian, post: 6464420, member: 232"] The last TPK we had was near the end of the nights session so we ended a little earlier and the players were wondering what was going to happen next. The next session they all found themselves standing before the God of Death to be judged. It was a solid role playing session were they had to defend their actions and go thorough high lights and low lights of their characters lives. We covered what happened in session but also brought up secrets in characters pasts that they never brought up. I also used Death to foreshadow events to come and fill in some gabs in their knowledge. It ended with Death about to give his verdict when they all awoke in a temple as one of their NPCs friends resurrected all the characters. I told them they had full memory of everything that happened and they had to over come the set back of dealing with the people the killed them. I've done similar things like that before. In a 2e game I had the group fight and figure out how to escape the afterlife and get back to their world. It was a very Greek inspired setting so it worked well with the themes of it. In another game when just one of the PCs died the group found a way to go into the afterlife and retrieve her soul. There's a lot of fun things that can be done after a TPK that do not mean the end of the campaign. [/QUOTE]
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