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General Tabletop Discussion
*Dungeons & Dragons
"Run away! Run away!" ... what if they don't?
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<blockquote data-quote="hawkeyefan" data-source="post: 7452617" data-attributes="member: 6785785"><p>Good questions, and I'll be interested to see how people reply. Here are my answers:</p><p></p><p>1) I have presided over one TPK in my entire DM career, going back to the 2E days. Plenty of individual character deaths, but only the one TPK. </p><p></p><p>2) The one time it happened, they accepted it, but they were upset. It was a fitting end given the particular story and what they had chosen, but they were still sad to see those characters go, and I think the next campaign we started fizzled as a result. They were enjoying the previous one so much that the loss made starting a new campaign difficult. </p><p></p><p>3) My players tend to get very invested with their characters. When we start play, they have a bit of background that they use to help portray their character. The longer the campaign goes, and the higher the level the character attains, the stronger their investment becomes. Every now and then, someone grows bored with a character and we retire them or kill them off, but usually the longer the character lasts, the more attached the players become to them. </p><p></p><p>4) We do tend to have plots that hinge upon specific PCs. Usually, we have many plots in play....some are general and apply to the group, but others are more personal and pertain to specific PCs. How close or far they are from such goals can also play a big part in how attached the player may be to a character.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7452617, member: 6785785"] Good questions, and I'll be interested to see how people reply. Here are my answers: 1) I have presided over one TPK in my entire DM career, going back to the 2E days. Plenty of individual character deaths, but only the one TPK. 2) The one time it happened, they accepted it, but they were upset. It was a fitting end given the particular story and what they had chosen, but they were still sad to see those characters go, and I think the next campaign we started fizzled as a result. They were enjoying the previous one so much that the loss made starting a new campaign difficult. 3) My players tend to get very invested with their characters. When we start play, they have a bit of background that they use to help portray their character. The longer the campaign goes, and the higher the level the character attains, the stronger their investment becomes. Every now and then, someone grows bored with a character and we retire them or kill them off, but usually the longer the character lasts, the more attached the players become to them. 4) We do tend to have plots that hinge upon specific PCs. Usually, we have many plots in play....some are general and apply to the group, but others are more personal and pertain to specific PCs. How close or far they are from such goals can also play a big part in how attached the player may be to a character. [/QUOTE]
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"Run away! Run away!" ... what if they don't?
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