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Total Party Kill -- How do you recover?
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<blockquote data-quote="Kyramus" data-source="post: 374025" data-attributes="member: 7072"><p>Two things to consider.</p><p>1) if the game is not neck deep in plot threads and webs and such, then roll a new char and start anew.</p><p>2) If everything is tied into events the pc's do, then you give the players a choice.</p><p></p><p>Choice a: Roll up new characters and start anew, or come in a level below their original characters.</p><p></p><p>Choice b: Give them NPC's to play that will "Save" themselves. A rival adventuring group would work well for this, and also humiliates the pc's a little, especially when the rival npc group will harp on the pc's owing them one, etc.</p><p></p><p>Other thoughts:</p><p>TPK means everyone was dead, ie all beyond -10. Obviously if they were left alone with the enemy they will be beyond -10, but if they are all in the negatives but not -10, we can do a count down before they die.</p><p></p><p>say the worst case is a -8. In the next 2 rounds something has to happen to stabilize him, whether it is himself or by a saving force.</p><p></p><p>Another thing i've instituted in the game is a god call. It's been a house rule for a long time. If the player doesn't have a god, they have to choose one right there and then and roll. a base 5% chance. If they succeed they will be saved in some fashion the DM would like it to appear. The next time they try a god call it is half round up. so it's 3% then 2% then 1%. the numbers reflect successes. obviously the god might not come himself, might send servants or whatever. AND may charge them with a task for saving them.</p><p></p><p>In an older game, I ran a ranger that has successfully god called twice. The first time I was charged with bringing back a place that got shunted into an isolated dimension (haven't completed that when I had to do the second god call). The second one charges me to uphold my deity above all else. (epic sounding and most probably will be). </p><p></p><p>Long plot and campaign possibilities from just those two things.</p></blockquote><p></p>
[QUOTE="Kyramus, post: 374025, member: 7072"] Two things to consider. 1) if the game is not neck deep in plot threads and webs and such, then roll a new char and start anew. 2) If everything is tied into events the pc's do, then you give the players a choice. Choice a: Roll up new characters and start anew, or come in a level below their original characters. Choice b: Give them NPC's to play that will "Save" themselves. A rival adventuring group would work well for this, and also humiliates the pc's a little, especially when the rival npc group will harp on the pc's owing them one, etc. Other thoughts: TPK means everyone was dead, ie all beyond -10. Obviously if they were left alone with the enemy they will be beyond -10, but if they are all in the negatives but not -10, we can do a count down before they die. say the worst case is a -8. In the next 2 rounds something has to happen to stabilize him, whether it is himself or by a saving force. Another thing i've instituted in the game is a god call. It's been a house rule for a long time. If the player doesn't have a god, they have to choose one right there and then and roll. a base 5% chance. If they succeed they will be saved in some fashion the DM would like it to appear. The next time they try a god call it is half round up. so it's 3% then 2% then 1%. the numbers reflect successes. obviously the god might not come himself, might send servants or whatever. AND may charge them with a task for saving them. In an older game, I ran a ranger that has successfully god called twice. The first time I was charged with bringing back a place that got shunted into an isolated dimension (haven't completed that when I had to do the second god call). The second one charges me to uphold my deity above all else. (epic sounding and most probably will be). Long plot and campaign possibilities from just those two things. [/QUOTE]
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