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<blockquote data-quote="Grogg of the North" data-source="post: 6146292" data-attributes="member: 6682960"><p>[MENTION=99604]Ragmon[/MENTION]</p><p></p><p>Having been in this scenario before I might as well throw in my 2 coppers.</p><p></p><p>The first thing I would do is find out if the other players feel the same way. It sounds like everyone was a little angry at the end of the session but now that time has past, you might as well see if they've cooled off any. If the rest of the players feel the same way, then before next session everyone needs to sit down with the DM and talk about what happened in the castle. Be sure to use phrases like "I think" and "I feel". This won't put the DM on the defensive and he'll be more open to listening. Make sure everyone gets a chance to talk but only one person at a time. Using something silly like a stuffed bear as a "speaking stick" works well there.</p><p></p><p>Could it be that the DM intended for you guys to be captured all along? It's a bit heavy handed but it could be interesting.</p><p> </p><p>During the combat that led to the TPK, was there a lot of role playing (You drive your weapon home, finding a weak spot in the warrior's armor. Despite your powerful blow, he laughs and knocks your weapon aside and presses your feeble defenses)? Or was it what I would consider D&D Bingo (Everyone shouting numbers and getting very excited about those numbers)? The first one would probably lend itself to a warning more than the second since it gives you more information to work with. </p><p></p><p>I'm not sure how your group runs, but did the DM ever drop a "Are you sure?" on you? Groups I've been in / ran usually take that to mean "You're about to do something stupid/suicidal. You might want to reconsider". </p><p></p><p>I think it's a bit easy for the rest of us with 20-20 hindsight to look at the combat log and say "You should have run". But that's a bit unfair. Yea, the fighter gets dropped in one round. But he could have been crit'd or the DM just rolled well. It's easy for us to say "You should run" when we don't what would have happened. Would the wizard have followed you? What about your dead comrades? Sometimes when the players feel trapped they're more likely to gear up for a doomed last stand, blindly ignoring an escape route. Communication between the DM and the players are key for scenarios like this one.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 6146292, member: 6682960"] [MENTION=99604]Ragmon[/MENTION] Having been in this scenario before I might as well throw in my 2 coppers. The first thing I would do is find out if the other players feel the same way. It sounds like everyone was a little angry at the end of the session but now that time has past, you might as well see if they've cooled off any. If the rest of the players feel the same way, then before next session everyone needs to sit down with the DM and talk about what happened in the castle. Be sure to use phrases like "I think" and "I feel". This won't put the DM on the defensive and he'll be more open to listening. Make sure everyone gets a chance to talk but only one person at a time. Using something silly like a stuffed bear as a "speaking stick" works well there. Could it be that the DM intended for you guys to be captured all along? It's a bit heavy handed but it could be interesting. During the combat that led to the TPK, was there a lot of role playing (You drive your weapon home, finding a weak spot in the warrior's armor. Despite your powerful blow, he laughs and knocks your weapon aside and presses your feeble defenses)? Or was it what I would consider D&D Bingo (Everyone shouting numbers and getting very excited about those numbers)? The first one would probably lend itself to a warning more than the second since it gives you more information to work with. I'm not sure how your group runs, but did the DM ever drop a "Are you sure?" on you? Groups I've been in / ran usually take that to mean "You're about to do something stupid/suicidal. You might want to reconsider". I think it's a bit easy for the rest of us with 20-20 hindsight to look at the combat log and say "You should have run". But that's a bit unfair. Yea, the fighter gets dropped in one round. But he could have been crit'd or the DM just rolled well. It's easy for us to say "You should run" when we don't what would have happened. Would the wizard have followed you? What about your dead comrades? Sometimes when the players feel trapped they're more likely to gear up for a doomed last stand, blindly ignoring an escape route. Communication between the DM and the players are key for scenarios like this one. [/QUOTE]
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