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How hard is it to accidentally have a TPK?
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<blockquote data-quote="Guest 6801718" data-source="post: 6966451"><p>I would hope that TPKs are accidents. I don't think I'd want to play in a game where the DM was planning to kill off the group in an encounter. Doesn't seem to fit the spirit of a group activity. I'm not a fan of the adversarial DM. TPKs do happen though. I've been fortunate that when I'm in the DM position, it hasn't happened. I have killed a PC here and there, though never in malice or through trying to kill them. Sometimes the dice betray you. Sometimes the player just gets confused. Things happen. </p><p></p><p>Though it's also worth pointing out that just because the party drops, it doesn't necessarily mean they all have to die. There are ways to take the K out of TPK. You can always have the enemy stabilize the party and capture them as prisoners. Taking the group in "for questioning" can actually lead to more adventures. If they get taken out and captured, now they may have to escape from an enemy prison. Then it's a daring chase through enemy territory. Feel free to work in some opportunity to add to the story rather than just sink the who game when the dice turn nasty or some mistakes are made.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 6966451"] I would hope that TPKs are accidents. I don't think I'd want to play in a game where the DM was planning to kill off the group in an encounter. Doesn't seem to fit the spirit of a group activity. I'm not a fan of the adversarial DM. TPKs do happen though. I've been fortunate that when I'm in the DM position, it hasn't happened. I have killed a PC here and there, though never in malice or through trying to kill them. Sometimes the dice betray you. Sometimes the player just gets confused. Things happen. Though it's also worth pointing out that just because the party drops, it doesn't necessarily mean they all have to die. There are ways to take the K out of TPK. You can always have the enemy stabilize the party and capture them as prisoners. Taking the group in "for questioning" can actually lead to more adventures. If they get taken out and captured, now they may have to escape from an enemy prison. Then it's a daring chase through enemy territory. Feel free to work in some opportunity to add to the story rather than just sink the who game when the dice turn nasty or some mistakes are made. [/QUOTE]
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How hard is it to accidentally have a TPK?
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