What normally happens after a TPK?

What normally happens to the game after a TPK?

  • New characters take up the old characters’ mission/quest

    Votes: 29 17.8%
  • Restart the game with another campaign/story

    Votes: 85 52.1%
  • Other

    Votes: 49 30.1%

But even sandbox campaigns have "stories," and it should be fairly easy to ascertain whether a new set of player characters are choosing to follow the same story (or set of stories/hooks), or moving in an entirely different direction for no reason other than "resetting" the campaign.

Sure, but the quote is "but not necessarily on the same plot as the deceased party". If it isn't a "campaign" unless the new party (even if it is in the same world, even in the same city) is "necessarily on the same plot as the deceased party" then no sandbox is a campaign. After all, a sandbox is defined, at least in part, by not having to follow "the same plot".

So, in one sandbox session, the PCs might delve deep into the ruins of Castle Greyhawk, and in the next choose to mix it up at a social function (no TPK, no longer following "explore Castle Greyhawk ruins" as a plot, at least right now).

Imagine if, instead, there was a TPK in Castle Greyhawk, and the players have their new PCs choose to mix it up at the same social function the old PCs might have gone to (but did not necessarily have to go to); this is not the same "campaign". After all, they are not following the same "plot".

I question, therefore, whether under this definition the two sessions with no TPK constitute the same "campaign".

IOW, the way the question is asked begs the answer.


RC
 

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Sure, but the quote is "but not necessarily on the same plot as the deceased party". If it isn't a "campaign" unless the new party (even if it is in the same world, even in the same city) is "necessarily on the same plot as the deceased party" then no sandbox is a campaign. After all, a sandbox is defined, at least in part, by not having to follow "the same plot".

So, in one sandbox session, the PCs might delve deep into the ruins of Castle Greyhawk, and in the next choose to mix it up at a social function (no TPK, no longer following "explore Castle Greyhawk ruins" as a plot, at least right now).
The crux of the issue here is that there is continuity between the two sandbox sessions, which is what constitutes a "campaign." Same (more or less) group of characters, having adventured through the same (more or less) adventures, continuing their shared adventures.
 

The crux of the issue here is that there is continuity between the two sandbox sessions, which is what constitutes a "campaign." Same (more or less) group of characters, having adventured through the same (more or less) adventures, continuing their shared adventures.


I would agree, as the term "campaign" is normally used. Continuity of situation is as important, IMHO, as continuity of "plot".

As it is used in this poll, though, not so much.


RC
 


I would agree, as the term "campaign" is normally used. Continuity of situation is as important, IMHO, as continuity of "plot".

As it is used in this poll, though, not so much.


RC

I'll note that I typically do not use the term Campaign, preferring Season or Series. It allows me to be more precise.

A Season is a continued series of Episodes generally following a long term plot arc. A Series is a group of characters doing several Seasons.
 

I'll note that I typically do not use the term Campaign, preferring Season or Series. It allows me to be more precise.

A Season is a continued series of Episodes generally following a long term plot arc. A Series is a group of characters doing several Seasons.

OFF TOPIC: Would you be interested in a side conversation about the expectations of an episode/season game? Specifically, the Doctor Who RPG by Cubicle 7?
 

In non-game contexts, a campaign is commonly a series of operations to a common end. In military history, especially in the wargames hobby from which D&D emerged, the term often refers to all operations in a given theater, e.g., the Russian campaign or the North African campaign.

Tony Bath's famous fantasy wargame was called in its entirety the Hyboria campaign, and from early days D&D games were likewise referred to as the Blackmoor campaign, the Greyhawk campaign, and so on.

With that usage, the campaign is not at all dependent on any particular few characters. In a large enterprise, it is not likely that more than a fraction of the players will be involved in any single session. Moreover -- as there is typically no desire to prevent people from playing, although particular characters may be indisposed -- it is unlikely that a given player will have no other persona in the game.

Companies typically are formed for particular adventures, and sessions are arranged to the end of pursuing those. There may be a continuous cast of characters and players from one session to another, or there may not. It is less a matter of a single thread than of a tapestry.

The longer a given character has been played, the more likely he or she is to have acquired henchmen and a base of operations, and to have left at least one of the former in charge of the latter.
 


In non-game contexts, a campaign is commonly a series of operations to a common end. In military history, especially in the wargames hobby from which D&D emerged, the term often refers to all operations in a given theater, e.g., the Russian campaign or the North African campaign.

Even in the military context, campaigns can have broader or narrower scopes depending on the strategic objective to which they are directed and the time frame. Most often, these time frames are relatively short like the 4-month long Peninsular Campaign of 1862.

Frankly, I'd call the military use of the term more like typical D&D adventures or supermodules - the campaign against the temple of elemental evil, followed by the campaign against the Slave Lords, and then the campaign against the giants. Each of those three are distinct strategic goals for the PCs and probably involve shifts in planning, marshalling of resources, shifts of location, and changes in tactics.
 

billd91 said:
Frankly, I'd call the military use of the term more like typical D&D adventures or supermodules - the campaign against the temple of elemental evil, followed by the campaign against the Slave Lords, and then the campaign against the giants.

I agree.

From that perspective, there would be no such thing as the Blackmoor campaign, the Greyhawk campaign, the Wilderlands Campaign, the Arduin Campaign, and so on.
 

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