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General Tabletop Discussion
*Dungeons & Dragons
TPKs; Where do you restart?
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<blockquote data-quote="Blue" data-source="post: 7557673" data-attributes="member: 20564"><p>TPK ends the campaign. We might start up a new campaign, possibly even in the same world / same time. But it will be a new campaign, with character arcs and focus based on what the new set of characters are interested in.</p><p></p><p>Of course, I try to run so that there are more plots then the characters can follow anyhow, so some plots (the ones the party was dealing with) going unfinished (or finished by NPC adventurers) is just part of the existing dynamic.</p><p></p><p>I would be open if my players wanted to have a Deux ex Machina sort of bring back, but at both high campaign and character cost. Like they are reanimated two years later by a force in the campaign that needs the original problem dealt with because it's gotten world-threatening, with the Death God holding onto their souls until they perform three tasks for her that will interfere with them trying to deal with the problem.</p><p></p><p>As a player, overcoming actual risk brings the most enjoyment. I've told several DMs to ramp up the danger before. I can't handwave away the risk of a TPK, that cheapens all the players do to avoid it.</p><p></p><p>As a side note, each campaign is different and the above is a general case. As a player we had a TPK in a game where each player had an existing stable of characters, so only some characters died and the campaign continued. And we were even able to retrieve the bodies eventually and resurrect the fallen characters. That was fine, it made sense. And had a lot of consequences.</p></blockquote><p></p>
[QUOTE="Blue, post: 7557673, member: 20564"] TPK ends the campaign. We might start up a new campaign, possibly even in the same world / same time. But it will be a new campaign, with character arcs and focus based on what the new set of characters are interested in. Of course, I try to run so that there are more plots then the characters can follow anyhow, so some plots (the ones the party was dealing with) going unfinished (or finished by NPC adventurers) is just part of the existing dynamic. I would be open if my players wanted to have a Deux ex Machina sort of bring back, but at both high campaign and character cost. Like they are reanimated two years later by a force in the campaign that needs the original problem dealt with because it's gotten world-threatening, with the Death God holding onto their souls until they perform three tasks for her that will interfere with them trying to deal with the problem. As a player, overcoming actual risk brings the most enjoyment. I've told several DMs to ramp up the danger before. I can't handwave away the risk of a TPK, that cheapens all the players do to avoid it. As a side note, each campaign is different and the above is a general case. As a player we had a TPK in a game where each player had an existing stable of characters, so only some characters died and the campaign continued. And we were even able to retrieve the bodies eventually and resurrect the fallen characters. That was fine, it made sense. And had a lot of consequences. [/QUOTE]
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TPKs; Where do you restart?
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