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DM question: Should I take it all back?
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<blockquote data-quote="MechaPilot" data-source="post: 6845262" data-attributes="member: 82779"><p>It sounds like you fell into one of the classic DM traps: trying to squeeze in a neat, Hollywood ending, when the dice are not terribly conducive to telling a story the way a film or work of literature does.</p><p></p><p>I think Iserith is definitely correct when he says:</p><p></p><p></p><p></p><p></p><p>I would like to throw in a third option though: continuing with different characters.</p><p></p><p>If the group reaches some kind of consensus that the party really should have died and is okay with retconning that, then the group could write up other characters who have to adventure in the aftermath of the first party's failure. I've had to do that myself with a homebrew setting. There was a world-shaking event at the culmination of a campaign, and the party just died (they made some bad decisions, allied with someone who really wasn't to be trusted, and weren't really as prepared as they should have been). So, I had them roll up new characters, and the first adventure was all of them just surviving the aftermath of the first party's failure, with that campaign focusing on reversing the harm that had been done to the world.</p><p></p><p>I will say that if you go that route, you really need some decorum about how you refer to the old party. In that first aftermath adventure one of the NPCs who knew of the first party's adventures referred to them as the failures who ruined the world. I was testing the waters at the time, and the reaction, which was entirely non-vocal, was terse enough that I had to clean it up by having another NPC tell-off the first one so the players wouldn't think that was the prevailing opinion of their old characters.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6845262, member: 82779"] It sounds like you fell into one of the classic DM traps: trying to squeeze in a neat, Hollywood ending, when the dice are not terribly conducive to telling a story the way a film or work of literature does. I think Iserith is definitely correct when he says: I would like to throw in a third option though: continuing with different characters. If the group reaches some kind of consensus that the party really should have died and is okay with retconning that, then the group could write up other characters who have to adventure in the aftermath of the first party's failure. I've had to do that myself with a homebrew setting. There was a world-shaking event at the culmination of a campaign, and the party just died (they made some bad decisions, allied with someone who really wasn't to be trusted, and weren't really as prepared as they should have been). So, I had them roll up new characters, and the first adventure was all of them just surviving the aftermath of the first party's failure, with that campaign focusing on reversing the harm that had been done to the world. I will say that if you go that route, you really need some decorum about how you refer to the old party. In that first aftermath adventure one of the NPCs who knew of the first party's adventures referred to them as the failures who ruined the world. I was testing the waters at the time, and the reaction, which was entirely non-vocal, was terse enough that I had to clean it up by having another NPC tell-off the first one so the players wouldn't think that was the prevailing opinion of their old characters. [/QUOTE]
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