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General Tabletop Discussion
*Dungeons & Dragons
Egregious TPK retcon in Hoard of the Dragon Queen
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<blockquote data-quote="Charles Rampant" data-source="post: 6358483" data-attributes="member: 32659"><p>My ears were burning, so I had to quote you back! I do like that you acknowledged the idea that other groups have different styles - it makes a refreshing change from the <em>badwrongfun</em> atittitudes that I usually get on Warhammer boards. And I think that you are right to say that styles are different: I would probably leave a group if my PC kept dying. I was going to give an example, but it got long and bitter, so let's keep it to: I've played games where the GM kept killing my dudes. I only have so many dudes in my mind that I want to play for any given game. Once I run out of them, I don't want to play that game any more. This is clearly not your style, so horses and courses and whatnot. </p><p></p><p>There are, however, other considerations to keep in mind. </p><ol> <li data-xf-list-type="ol">I was running the Starter Box, which has pre-gens, and the Basic rules will only make the same characters. So if the players lose characters, they actually have no way to roll up a 'new' character, or at least one who is different; they can only make the same dude again, but with a different name. That doesn't interest me.</li> <li data-xf-list-type="ol">The Starter Box - and specifically its storyline - don't really suit starting again with a new group. How would the new characters know to go to Cragmaw Castle? What is their involvement? I can see that in a Sandbox campaign, of the kind that I'm hoping to run in October with the PHB, this isn't a problem, as the story is focused on the characters, and their doings, so with a new party you are just telling a new story in the same frame. But with the Starter Box, and with games that focus on a single storyline (ala adventure paths, etc) then this is a big problem. The story has stopped, and somehow a new group has to sort of squeeze into it halfway through. I always found the CoC dodge of 'the players keep diaries and have relatives' to be really <em>weird</em>.</li> </ol><p></p><p>So yeah, I would say that not only is there a case for the group style being different, but also that the game style doesn't lend itself to simply accepting the TPK and moving on. In this specific case, there basically wouldn't have been a way to carry on, except for some really unconvincing "your new characters happened to be walking by and found your diaries" or something, which would have been a much bigger mental issue for me. </p><p></p><p>This is a point that shouldn't be ignored. A general distake for 'taking stuff back' can and should be trumped by a consideration of the specific circumstances of the game in question.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 6358483, member: 32659"] My ears were burning, so I had to quote you back! I do like that you acknowledged the idea that other groups have different styles - it makes a refreshing change from the [i]badwrongfun[/i] atittitudes that I usually get on Warhammer boards. And I think that you are right to say that styles are different: I would probably leave a group if my PC kept dying. I was going to give an example, but it got long and bitter, so let's keep it to: I've played games where the GM kept killing my dudes. I only have so many dudes in my mind that I want to play for any given game. Once I run out of them, I don't want to play that game any more. This is clearly not your style, so horses and courses and whatnot. There are, however, other considerations to keep in mind. [LIST=1] [*]I was running the Starter Box, which has pre-gens, and the Basic rules will only make the same characters. So if the players lose characters, they actually have no way to roll up a 'new' character, or at least one who is different; they can only make the same dude again, but with a different name. That doesn't interest me. [*]The Starter Box - and specifically its storyline - don't really suit starting again with a new group. How would the new characters know to go to Cragmaw Castle? What is their involvement? I can see that in a Sandbox campaign, of the kind that I'm hoping to run in October with the PHB, this isn't a problem, as the story is focused on the characters, and their doings, so with a new party you are just telling a new story in the same frame. But with the Starter Box, and with games that focus on a single storyline (ala adventure paths, etc) then this is a big problem. The story has stopped, and somehow a new group has to sort of squeeze into it halfway through. I always found the CoC dodge of 'the players keep diaries and have relatives' to be really [i]weird[/i]. [/LIST] So yeah, I would say that not only is there a case for the group style being different, but also that the game style doesn't lend itself to simply accepting the TPK and moving on. In this specific case, there basically wouldn't have been a way to carry on, except for some really unconvincing "your new characters happened to be walking by and found your diaries" or something, which would have been a much bigger mental issue for me. This is a point that shouldn't be ignored. A general distake for 'taking stuff back' can and should be trumped by a consideration of the specific circumstances of the game in question. [/QUOTE]
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Egregious TPK retcon in Hoard of the Dragon Queen
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