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Help me design an encounter in which there will be a TPC (Total Party Captured)
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<blockquote data-quote="StalkingBlue" data-source="post: 1538959" data-attributes="member: 645"><p>Emphatically seconded. You might be able to pull a capture off without a PC death if you use overkill of the kind Ozmar suggests, but the fight and capture scene as such will be very disempowering and potentially frustrating for the players if any dice are rolled. It's not a challenge for PCs/players after all, you're setting it up as a no-win situation for them - so don't pretend they have a chance of winning by playing through it step by painful step. </p><p></p><p>If you want to be sure of capture, do it swiftly, don't play it out at all but simply cut ahead to where the PCs wake up in captivity, each with some hazy memory of what they last remember. In fact if I were running this, depending on how much active input I wanted to give players on the 'information dump' from their NPC visitor, I might dispense with that as well and just give each PC some fragment of memory concerning what she told them - one might remember how she was left for dead when PCs were dragged out unconscious or half-unconscious by their captors (as a plant for when she reappears later). </p><p></p><p>Much more satisfying than being dragged through a fight that's been set up to prevent any outcome except what the GM had planned. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="StalkingBlue, post: 1538959, member: 645"] Emphatically seconded. You might be able to pull a capture off without a PC death if you use overkill of the kind Ozmar suggests, but the fight and capture scene as such will be very disempowering and potentially frustrating for the players if any dice are rolled. It's not a challenge for PCs/players after all, you're setting it up as a no-win situation for them - so don't pretend they have a chance of winning by playing through it step by painful step. If you want to be sure of capture, do it swiftly, don't play it out at all but simply cut ahead to where the PCs wake up in captivity, each with some hazy memory of what they last remember. In fact if I were running this, depending on how much active input I wanted to give players on the 'information dump' from their NPC visitor, I might dispense with that as well and just give each PC some fragment of memory concerning what she told them - one might remember how she was left for dead when PCs were dragged out unconscious or half-unconscious by their captors (as a plant for when she reappears later). Much more satisfying than being dragged through a fight that's been set up to prevent any outcome except what the GM had planned. :) [/QUOTE]
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Help me design an encounter in which there will be a TPC (Total Party Captured)
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