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<blockquote data-quote="Zaran" data-source="post: 4951467" data-attributes="member: 56710"><p>Yeah, I agree with Abdul. I definately wouldn't let them create their own characters before setting them up to die. They would be upset with you. Hand out some NPC type monsters and let them know it's only temporary. When the scene is over and they make new characters give them experience as if the new characters fought in the same number of encounters of their own level. Also, the players won't feel like the night was a waste. They will get an idea of what they are to face, have a little anxiety over the bad guy and feel like they are in something bigger. </p><p> </p><p>Another thing you could do is let the new set of characters find a magic item that was important in the battle. It would give them a link to the old characters. You can make it so it's less powerful and will grow to the same power levels as the flashback with concordance like an intelligent item or artifact. </p><p> </p><p>Very nice idea by the way.</p></blockquote><p></p>
[QUOTE="Zaran, post: 4951467, member: 56710"] Yeah, I agree with Abdul. I definately wouldn't let them create their own characters before setting them up to die. They would be upset with you. Hand out some NPC type monsters and let them know it's only temporary. When the scene is over and they make new characters give them experience as if the new characters fought in the same number of encounters of their own level. Also, the players won't feel like the night was a waste. They will get an idea of what they are to face, have a little anxiety over the bad guy and feel like they are in something bigger. Another thing you could do is let the new set of characters find a magic item that was important in the battle. It would give them a link to the old characters. You can make it so it's less powerful and will grow to the same power levels as the flashback with concordance like an intelligent item or artifact. Very nice idea by the way. [/QUOTE]
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