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How to TPK
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<blockquote data-quote="RenleyRenfield" data-source="post: 9824026" data-attributes="member: 7044197"><p>I think this is largely a 'adventure game' or 'wargame rpg' issue. </p><p></p><p>TPK in Monster Hearts or Apocalypse Keys or Outgunned is <strong>baked deeply and highly obvious to all players and plot</strong>. It's like... this is the game and death is part of things. </p><p></p><p>Mork Borg may bridge that with its Apocalypse roll, where survival is more about making your mark, and less about forever-questing =<strong> since the world blows up now matter what</strong>. </p><p></p><p>So I think this is very very game dependent as "not relevant at all" in some cases.</p><p></p><p>Looking at DrawSteel and Cosmere and other more 'adventure' leaning games, maybe even RuneQuest to a degree... character death is fine, but not like... a thing you suffer at random because a GM made a wrong-headed encounter. So i think you fudge and or tweak as needed to keep the game going. And do better due-diligence at balancing fights if that matters. </p><p></p><p>Heck, look at most online plays, people play out an adventure and the difficulty of an encounter is managed by the GM, sometimes in real time (adding reinforcements if easy, having enemy flee if too hard, or bringing to a negotiation if opposition has motivations) </p><p></p><p>If you are playing a wargame rpg like D&D and PF2e, then ... I would hope players know that as being part of the game-play agreements. <strong>its meant to be the risk of fun</strong>.</p><p></p><p>I will be honest, <strong>i have never had players whine or complain about a "too easy" combat. ... </strong></p><p>...</p><p></p><p><strong>Myself, its about the story. </strong> </p><p></p><p>Is this a cool spot for everyone to die that heightens the world? (like Rogue One movie) </p><p>Is this the right moment for all or some death of PCs?</p><p></p><p>if i am running a game that character death is not a main part of play, then yeah, I let it fall to the player's hand. </p><p></p><p>....</p><p></p><p>Wat do when character die and game goes on? When its Not a TPK, its just one PC, again, why? if it was "out in a blaze of glory" then always bask in the glory and then after game we <strong>talk new character <em>or </em>drop and join next game</strong>. if it was a game where rules dictate easy character death, we talk other character or drop next game... I guess that's the answer for me, lol. </p><p></p><p>If everyone, well... game is over, plot won. Now what does it mean to create new characters or try new game altogether? </p><p></p><p>....</p><p></p><p><strong>Side note: </strong></p><p>I ran a game where session 1, everyone started out with mega stats, powers, items, etc. The villain TPK the whole party. They wake up in special infirmary, weak. And now the plot was to regain all their power and stuff and get revenge. It was fun, but a real kick in the willy for a session1 game! <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="RenleyRenfield, post: 9824026, member: 7044197"] I think this is largely a 'adventure game' or 'wargame rpg' issue. TPK in Monster Hearts or Apocalypse Keys or Outgunned is [B]baked deeply and highly obvious to all players and plot[/B]. It's like... this is the game and death is part of things. Mork Borg may bridge that with its Apocalypse roll, where survival is more about making your mark, and less about forever-questing =[B] since the world blows up now matter what[/B]. So I think this is very very game dependent as "not relevant at all" in some cases. Looking at DrawSteel and Cosmere and other more 'adventure' leaning games, maybe even RuneQuest to a degree... character death is fine, but not like... a thing you suffer at random because a GM made a wrong-headed encounter. So i think you fudge and or tweak as needed to keep the game going. And do better due-diligence at balancing fights if that matters. Heck, look at most online plays, people play out an adventure and the difficulty of an encounter is managed by the GM, sometimes in real time (adding reinforcements if easy, having enemy flee if too hard, or bringing to a negotiation if opposition has motivations) If you are playing a wargame rpg like D&D and PF2e, then ... I would hope players know that as being part of the game-play agreements. [B]its meant to be the risk of fun[/B]. I will be honest, [B]i have never had players whine or complain about a "too easy" combat. ... [/B] ... [B]Myself, its about the story. [/B] Is this a cool spot for everyone to die that heightens the world? (like Rogue One movie) Is this the right moment for all or some death of PCs? if i am running a game that character death is not a main part of play, then yeah, I let it fall to the player's hand. .... Wat do when character die and game goes on? When its Not a TPK, its just one PC, again, why? if it was "out in a blaze of glory" then always bask in the glory and then after game we [B]talk new character [I]or [/I]drop and join next game[/B]. if it was a game where rules dictate easy character death, we talk other character or drop next game... I guess that's the answer for me, lol. If everyone, well... game is over, plot won. Now what does it mean to create new characters or try new game altogether? .... [B]Side note: [/B] I ran a game where session 1, everyone started out with mega stats, powers, items, etc. The villain TPK the whole party. They wake up in special infirmary, weak. And now the plot was to regain all their power and stuff and get revenge. It was fun, but a real kick in the willy for a session1 game! :) [/QUOTE]
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