Mercule
Adventurer
I don't know that I've overseen a true TPK. The times I've come close, though, it was just the end of the adventure/campaign and we started a new one. That's how Curse of Strahd ended (actually, we liked the characters enough, we reconned/meta-gamed enough that we decided the characters were ejected from Ravenloft, instead, and built a campaign in a brand new world around the characters.
Edit: I just remembered that the other exception to "move on" was the 3E Return to Temple of Elemental Evil. My character was LG and fairly cold/calculating about it. The group had a bad day and, when it got down to him and one other character, he was close to the door and the other guy was across the room. So, he did the math on odds of being able to save his friend, realized they were really low and that if they both died no one would know about the cult until it was too late, and walked out. He then recruited a new band of heroes.
Note that this character was almost foolhardy in his bravery and no coward. He just ended up almost fanatical in his opposition to the cult.
Edit: I just remembered that the other exception to "move on" was the 3E Return to Temple of Elemental Evil. My character was LG and fairly cold/calculating about it. The group had a bad day and, when it got down to him and one other character, he was close to the door and the other guy was across the room. So, he did the math on odds of being able to save his friend, realized they were really low and that if they both died no one would know about the cult until it was too late, and walked out. He then recruited a new band of heroes.
Note that this character was almost foolhardy in his bravery and no coward. He just ended up almost fanatical in his opposition to the cult.
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