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<blockquote data-quote="tennyson" data-source="post: 1286348" data-attributes="member: 1963"><p>This may not work specifically for your campaign, but we had a problem with a TPK in one of our earlier sessions and altered the story as such:</p><p></p><p>The PCs work for a small trading business and we found it very difficult to keep adding characters to replace deaths since the trading business was tightly knit (basically like a family). Constantly adding new characters made the continuity of the story non-existant. Anyway, I had the players create two extra PCs (this was at 2nd level, and the newly created PCs were 1st). This gave each player 3 PCs. Basically, the only way the story changed was that the trading business was larger, totalling 9 PCs and the owner. </p><p></p><p>We instituted a house rule with the following stipulations:</p><p></p><p>1. Players can only use one PC per session.</p><p></p><p>2. Players can switch up, but only at the beginning of a session, and only if their "active" charcater can physcially make contact with the new "active" charcter.</p><p></p><p>3. Gold and items can be traded freely between your 3 characters (again, as long as they can realistically hand the items to one another at some point).</p><p></p><p>4. Once your PC dies, you may enter in one of your other characters (if it is physically and locationally possible). Once all of your PCs die, you may create a new one at a pre-determined penalty. You may not create a new PC until all three of your existing PCs are gone for good.</p><p></p><p>5. "Inactive" characters receive a pre-determined percentage of the "active" charcaters experience (it is assumed that they are running missions for the business in the background). This keeps them constantly gaining XP, but not as fast as the "active" characters. </p><p></p><p>Again, this worked great for our campaign, and it is not too flexible as it stands, but I'm sure with a little tweaking it might be a solution for you. All of my players use one PC exclusively, and leave the others strictly for backup. </p><p></p><p>However, it is also nice when not everyone can make it - simply institute the backup characters for an unrelated adventure from the main plotline. </p><p></p><p>It may seem like having all of those characters takes away from the effort put into making one character stand out, but if the switches are made very seldom (or only when dearly needed) it can really put some ease into a story's flow and believability. </p><p></p><p>Hope that helps!</p><p></p><p><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="tennyson, post: 1286348, member: 1963"] This may not work specifically for your campaign, but we had a problem with a TPK in one of our earlier sessions and altered the story as such: The PCs work for a small trading business and we found it very difficult to keep adding characters to replace deaths since the trading business was tightly knit (basically like a family). Constantly adding new characters made the continuity of the story non-existant. Anyway, I had the players create two extra PCs (this was at 2nd level, and the newly created PCs were 1st). This gave each player 3 PCs. Basically, the only way the story changed was that the trading business was larger, totalling 9 PCs and the owner. We instituted a house rule with the following stipulations: 1. Players can only use one PC per session. 2. Players can switch up, but only at the beginning of a session, and only if their "active" charcater can physcially make contact with the new "active" charcter. 3. Gold and items can be traded freely between your 3 characters (again, as long as they can realistically hand the items to one another at some point). 4. Once your PC dies, you may enter in one of your other characters (if it is physically and locationally possible). Once all of your PCs die, you may create a new one at a pre-determined penalty. You may not create a new PC until all three of your existing PCs are gone for good. 5. "Inactive" characters receive a pre-determined percentage of the "active" charcaters experience (it is assumed that they are running missions for the business in the background). This keeps them constantly gaining XP, but not as fast as the "active" characters. Again, this worked great for our campaign, and it is not too flexible as it stands, but I'm sure with a little tweaking it might be a solution for you. All of my players use one PC exclusively, and leave the others strictly for backup. However, it is also nice when not everyone can make it - simply institute the backup characters for an unrelated adventure from the main plotline. It may seem like having all of those characters takes away from the effort put into making one character stand out, but if the switches are made very seldom (or only when dearly needed) it can really put some ease into a story's flow and believability. Hope that helps! :) [/QUOTE]
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