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Don’t Fear the Reaper: TPK is Not the End
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<blockquote data-quote="overgeeked" data-source="post: 9093945" data-attributes="member: 86653"><p>A lot of referees seem to think that the dreaded total party kill (TPK) or party wipe is the end of a campaign. It could be, if you let it. But it doesn’t have to be.</p><p></p><p>“But everyone’s dead! It’s game over, man. Game over!”</p><p></p><p>This thread is all about coming up with ways to keep a campaign going <em>after</em> a TPK. Most D&D games take place in a high fantasy setting. Seems like a good idea to lean into that.</p><p></p><p>Here’s how.</p><p></p><p>#1. From DCC RPG: “Total party kill: Don’t end the game! Transport all the player characters to Hell—where they can give in to Death’s demands or try to fight their way out.”</p><p></p><p>#2. Have them wake up 100 years later as newly free-willed undead.</p><p></p><p>#3. Have them wake up in chains in a dungeon.</p><p></p><p>#4. Have the PCs wake up in the afterlife and have the gods strike a bargain with them to go back and complete unfinished business.</p><p></p><p>#5. Have them wake up a century or two later as undead servants to a necromancer and now they have to fight their way out.</p><p></p><p>#6. Have them wake up on the banks of the River Styx and they’re out of coins for Charon…who sends them back to the land of the living to collect the proper obols.</p><p></p><p>#7. Have an adventurer’s guild that will resurrect guild members for a fee. Have all your PCs be members. The group loses a week or a month and the cost of resurrection. They’re given basic equipment because their fancy gear was left in the dungeon, and sent on their way.</p><p></p><p>So, that’s seven simple ways to keep the campaign going with the same characters.</p><p></p><p>What ideas can you come up with to keep playing after a TPK?</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9093945, member: 86653"] A lot of referees seem to think that the dreaded total party kill (TPK) or party wipe is the end of a campaign. It could be, if you let it. But it doesn’t have to be. “But everyone’s dead! It’s game over, man. Game over!” This thread is all about coming up with ways to keep a campaign going [I]after[/I] a TPK. Most D&D games take place in a high fantasy setting. Seems like a good idea to lean into that. Here’s how. #1. From DCC RPG: “Total party kill: Don’t end the game! Transport all the player characters to Hell—where they can give in to Death’s demands or try to fight their way out.” #2. Have them wake up 100 years later as newly free-willed undead. #3. Have them wake up in chains in a dungeon. #4. Have the PCs wake up in the afterlife and have the gods strike a bargain with them to go back and complete unfinished business. #5. Have them wake up a century or two later as undead servants to a necromancer and now they have to fight their way out. #6. Have them wake up on the banks of the River Styx and they’re out of coins for Charon…who sends them back to the land of the living to collect the proper obols. #7. Have an adventurer’s guild that will resurrect guild members for a fee. Have all your PCs be members. The group loses a week or a month and the cost of resurrection. They’re given basic equipment because their fancy gear was left in the dungeon, and sent on their way. So, that’s seven simple ways to keep the campaign going with the same characters. What ideas can you come up with to keep playing after a TPK? [/QUOTE]
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