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*TTRPGs General
How have you handled TPKs?
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<blockquote data-quote="rounser" data-source="post: 1371931" data-attributes="member: 1106"><p>I don't think many people expect to complete a CRPG without "having to go back to a saved game" at least once. </p><p></p><p>With this in mind, perhaps PnP campaigns should be started with the full expectation of multiple TPKs ocurring, and have safety valves ready to compensate (like Dark Sun's character tree). How to pick up the reins whilst maintaining suspension of disbelief seems to be the challenge, though. </p><p></p><p>One possible approach is to have one or more other adventuring companies working to compete with the PC party, and at TPK time to jump scene to the adventure they're involved in. As an added bonus, competition from peers of about the same level keeps the players from dragging their feet ("Ah heck, looks like Ragnar's Band beat us here - the place is cleared out. So much for the treasure map we paid for being unique.") And if the players created the other party, they may even be looking forward to playing them...or if the currently played adventure or set of PCs is getting stale, the game could even flip flop to the other party for a change of pace. Another advantage is that these (N)PCs don't just pop into existence when the original PCs die; they're already part of the world, doing their own thing, and with their own histories building up.</p><p></p><p>The only problem is, what if the two parties fight one another, resulting in mutual near-TPK. <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="rounser, post: 1371931, member: 1106"] I don't think many people expect to complete a CRPG without "having to go back to a saved game" at least once. With this in mind, perhaps PnP campaigns should be started with the full expectation of multiple TPKs ocurring, and have safety valves ready to compensate (like Dark Sun's character tree). How to pick up the reins whilst maintaining suspension of disbelief seems to be the challenge, though. One possible approach is to have one or more other adventuring companies working to compete with the PC party, and at TPK time to jump scene to the adventure they're involved in. As an added bonus, competition from peers of about the same level keeps the players from dragging their feet ("Ah heck, looks like Ragnar's Band beat us here - the place is cleared out. So much for the treasure map we paid for being unique.") And if the players created the other party, they may even be looking forward to playing them...or if the currently played adventure or set of PCs is getting stale, the game could even flip flop to the other party for a change of pace. Another advantage is that these (N)PCs don't just pop into existence when the original PCs die; they're already part of the world, doing their own thing, and with their own histories building up. The only problem is, what if the two parties fight one another, resulting in mutual near-TPK. :) [/QUOTE]
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