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*TTRPGs General
Total Party Kill -- How do you recover?
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<blockquote data-quote="Sammael99" data-source="post: 375184" data-attributes="member: 1157"><p><strong>Approach to TPK</strong></p><p></p><p>How do you handle TPK...</p><p></p><p>Mostly, it has been told above : there's not much you can do unless</p><p></p><p>a/ your TPK is/was planned</p><p>b/ you can get a deus ex machina in without it sounding unbelievable</p><p>c/ you're ready to seriously screw your campaign</p><p></p><p>In the half-dragon example above, for example, you could have decided that he was part of an order who had powerful clerics at his disposal and wouldn't mind a group of inconspicuous adventurers wrking for them. They raise them and geas them and get them performing a task that they will really hate doing. Fairly dramatic, but possibly very cool... That's if you use raise/resurrection rules as standard. IMC, that wouldn't work so easily !</p><p></p><p>Starting afresh with a link to what happened to the previous party is also a nice solution. It means the new party will have the opportunity to "avenge" the old party even though the players are the ones who really want to do it.</p><p></p><p>As for open rolling, I'll weigh in with you on this one. I was always a fudger DM. I've never had so much fun DMing D&D as since I started 3E and decided I would not fudge dice (I'm not actually open rolling because I don't want the players to metagame based on my dicerolls). Some combats are easier than expected, others are harder, some characters die, but my players know it and they act accordingly. I love the feeling of uncertainty, and so do the players. Am I wrong or did the players really love the second fight against the gnolls ? Don't you feel the party is a lot more involved and vibrant now they genuinely nearly died ?</p><p></p><p>What I do avoid at all costs is a situation where there is <strong>no</strong> alternative to an extremely difficult fight. Players should always remember that running away IS an option. In your first example, they should have fled when they realised they were no match for the critter. If they don't want to, they must face the music... In your second example, fleeing was a much more difficult option since it would have meant letting the rogue die... The probability of TPK becomes all the more likely...</p></blockquote><p></p>
[QUOTE="Sammael99, post: 375184, member: 1157"] [b]Approach to TPK[/b] How do you handle TPK... Mostly, it has been told above : there's not much you can do unless a/ your TPK is/was planned b/ you can get a deus ex machina in without it sounding unbelievable c/ you're ready to seriously screw your campaign In the half-dragon example above, for example, you could have decided that he was part of an order who had powerful clerics at his disposal and wouldn't mind a group of inconspicuous adventurers wrking for them. They raise them and geas them and get them performing a task that they will really hate doing. Fairly dramatic, but possibly very cool... That's if you use raise/resurrection rules as standard. IMC, that wouldn't work so easily ! Starting afresh with a link to what happened to the previous party is also a nice solution. It means the new party will have the opportunity to "avenge" the old party even though the players are the ones who really want to do it. As for open rolling, I'll weigh in with you on this one. I was always a fudger DM. I've never had so much fun DMing D&D as since I started 3E and decided I would not fudge dice (I'm not actually open rolling because I don't want the players to metagame based on my dicerolls). Some combats are easier than expected, others are harder, some characters die, but my players know it and they act accordingly. I love the feeling of uncertainty, and so do the players. Am I wrong or did the players really love the second fight against the gnolls ? Don't you feel the party is a lot more involved and vibrant now they genuinely nearly died ? What I do avoid at all costs is a situation where there is [b]no[/b] alternative to an extremely difficult fight. Players should always remember that running away IS an option. In your first example, they should have fled when they realised they were no match for the critter. If they don't want to, they must face the music... In your second example, fleeing was a much more difficult option since it would have meant letting the rogue die... The probability of TPK becomes all the more likely... [/QUOTE]
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