This Saturday, I experienced my first TPK. If it was due to bad luck or poor tactics on our part, it would have been easier to deal with. The problem is that it was engineered to be an almost certain TPK. It happened in final encounter of a very famous published adventure, so it wasn't the result of a vindictive DM. He just ran it the way it was written. I loved the adventure up until the TPK. Basically, if you had no way of escaping the last encounter so you could rest before facing it, you were doomed. The only feasible way to do this was to have a wizard or sorcerer able to use teleport in a slienced area with the rest of the party right next to them. How can you expect to have such a specific set of circumstances be essential to party survival? This is the essence of poor adventure design. What game designer says, "I'm going to write an awesome adventure where there's a TPK at the end." It makes no sense to me.
Last edited: