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<blockquote data-quote="CleverNickName" data-source="post: 8348658" data-attributes="member: 50987"><p>I voted TPK, since it was the closest option to what I would do. But there's a little more to it.</p><p></p><p>Here's what I do when I know the party is about to get wiped out: I give them a chance to flee for their lives. Something distracts the monster for one round, or maybe a wall collapses and an exit appears, or maybe the wizard's spell backfires and it somehow stuns the monster just long enough to get a headstart, whatever. Then break the fourth wall and point-blank <em>tell them that this is their chance</em> to escape.</p><p></p><p>If they take that chance and run, do your best to keep it exciting but let them get away. And make it expensive: maybe they dropped important stuff that they'll have to go back for later, they suffered grievous wounds, they take 2 or 3 points of exhaustion, and/or they consumed some valuable potions in the getaway, etc.--you don't want this to become a habit. But let them get away.</p><p></p><p>And if they don't take that chance? That's on them, not on you. Let the dice fall where they may. If this is the sort of monster that takes prisoners (like humans or elves), maybe they're captured. If it's the sort of monster that doesn't (like zombies, oozes or plants), they're killed and eaten...we raise our glasses to the honored dead, take a break, then bust out the d6s and blank character sheets.</p><p></p><p>EDIT:</p><p></p><p></p><p>Oh, well in that case I agree with [USER=177]@Umbran[/USER] completely. You should give that player the satisfaction of being right. We all hate it when our good ideas get shot down by the majority at the table, and then have to suffer the entirely avoidable consequences. </p><p></p><p>Here's an idea. Maybe when the enemy comes through the portal, Mr. Good Idea gets knocked unconscious and rolls underneath a bush or something. Everyone else ends up getting captured, but Mr. Good Idea was hidden by the bushes and was missed. Now, while the rest of the characters languish in their cell, Mr. Good Idea heads back into town to recruit some temporary characters to mount a rescue.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8348658, member: 50987"] I voted TPK, since it was the closest option to what I would do. But there's a little more to it. Here's what I do when I know the party is about to get wiped out: I give them a chance to flee for their lives. Something distracts the monster for one round, or maybe a wall collapses and an exit appears, or maybe the wizard's spell backfires and it somehow stuns the monster just long enough to get a headstart, whatever. Then break the fourth wall and point-blank [I]tell them that this is their chance[/I] to escape. If they take that chance and run, do your best to keep it exciting but let them get away. And make it expensive: maybe they dropped important stuff that they'll have to go back for later, they suffered grievous wounds, they take 2 or 3 points of exhaustion, and/or they consumed some valuable potions in the getaway, etc.--you don't want this to become a habit. But let them get away. And if they don't take that chance? That's on them, not on you. Let the dice fall where they may. If this is the sort of monster that takes prisoners (like humans or elves), maybe they're captured. If it's the sort of monster that doesn't (like zombies, oozes or plants), they're killed and eaten...we raise our glasses to the honored dead, take a break, then bust out the d6s and blank character sheets. EDIT: Oh, well in that case I agree with [USER=177]@Umbran[/USER] completely. You should give that player the satisfaction of being right. We all hate it when our good ideas get shot down by the majority at the table, and then have to suffer the entirely avoidable consequences. Here's an idea. Maybe when the enemy comes through the portal, Mr. Good Idea gets knocked unconscious and rolls underneath a bush or something. Everyone else ends up getting captured, but Mr. Good Idea was hidden by the bushes and was missed. Now, while the rest of the characters languish in their cell, Mr. Good Idea heads back into town to recruit some temporary characters to mount a rescue. [/QUOTE]
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