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Too many TPKs?
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<blockquote data-quote="DonTadow" data-source="post: 5721863" data-attributes="member: 22622"><p>I originated the original thread. </p><p></p><p>Objectively, taking myself out of this guy being a good friend and I know a good DM. </p><p></p><p>I love being a DM, so I always fault the DM if things are like this. It's a craft, its something i teach, something I really appreciate as a craft. </p><p></p><p>1 or 2 TPKs every 6 months to a year is acceptable, but literally 3 in the first 8 sessions and 2 more since is a problem with the DM not scaling the module (which is built for 6 players). Heck, your'e spending about as much time making characters and building the party than playing the game. I remember the 1st session, my wife came home and was upset that they TPK'd to a bunch of goblins. She explained the encounter. I have the shackled city book. I looked it up. It was scaled for a party of 6 with a strong healer. My wife ran that encounter a few years ago, we had 2 party unconscious (1 was me, a shifter healer) in a party of 6. </p><p></p><p> I want to blame the module, but this is the 2nd campaign in the 12 sessions. The 1st was Shackled City, this is Jade Regent. (they gave up on shackled city as it was deemed too tough). </p><p></p><p>Of course, this is, if TPKs are a problem, as most of us believe and are suggesting. </p><p></p><p>I am starting to think that, in this situation, the rest of the party do not care. The DM has 3 players now. My wife and another have dropped. The other 3 players, although 2 complain, seem to enjoy themselves while they are there. I am privy to their email conversations and they are having a blast coming up with another team design (all clerics this time). As one poster said, I think the players that don't enjoy it are going to leave, but those who stay, in this situation, love making characters.</p><p></p><p> When I think back on the campaigns I have run, both of the two eccentric players I described have died more than any other player in any of my campaigns. When I think about the 3 one shots I have played under the TPK DM, I know that he's pretty rigid and has a very adversarial style of Dming. In every one shot we were given backgrounds that made us enemies or distrustful of the other. </p><p></p><p>Thus, as it pertains to the original situation. This is what they call a perfect storm. A very difficult module, a DM who doesn't discourage party dissension and two players who havn't figured out how to make cohesive characters with each other in 5 years.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 5721863, member: 22622"] I originated the original thread. Objectively, taking myself out of this guy being a good friend and I know a good DM. I love being a DM, so I always fault the DM if things are like this. It's a craft, its something i teach, something I really appreciate as a craft. 1 or 2 TPKs every 6 months to a year is acceptable, but literally 3 in the first 8 sessions and 2 more since is a problem with the DM not scaling the module (which is built for 6 players). Heck, your'e spending about as much time making characters and building the party than playing the game. I remember the 1st session, my wife came home and was upset that they TPK'd to a bunch of goblins. She explained the encounter. I have the shackled city book. I looked it up. It was scaled for a party of 6 with a strong healer. My wife ran that encounter a few years ago, we had 2 party unconscious (1 was me, a shifter healer) in a party of 6. I want to blame the module, but this is the 2nd campaign in the 12 sessions. The 1st was Shackled City, this is Jade Regent. (they gave up on shackled city as it was deemed too tough). Of course, this is, if TPKs are a problem, as most of us believe and are suggesting. I am starting to think that, in this situation, the rest of the party do not care. The DM has 3 players now. My wife and another have dropped. The other 3 players, although 2 complain, seem to enjoy themselves while they are there. I am privy to their email conversations and they are having a blast coming up with another team design (all clerics this time). As one poster said, I think the players that don't enjoy it are going to leave, but those who stay, in this situation, love making characters. When I think back on the campaigns I have run, both of the two eccentric players I described have died more than any other player in any of my campaigns. When I think about the 3 one shots I have played under the TPK DM, I know that he's pretty rigid and has a very adversarial style of Dming. In every one shot we were given backgrounds that made us enemies or distrustful of the other. Thus, as it pertains to the original situation. This is what they call a perfect storm. A very difficult module, a DM who doesn't discourage party dissension and two players who havn't figured out how to make cohesive characters with each other in 5 years. [/QUOTE]
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