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What normally happens after a TPK?
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<blockquote data-quote="Cerebral Paladin" data-source="post: 5195285" data-attributes="member: 3448"><p>I don't think I've ever been involved in a TPK (excluding con games, and then I think only in games like Call of Cthulhu or Paranoia where it isn't the same thing), as either a player or a GM. I've played in campaigns where I'm sure we would have responded to a TPK by continuing the same campaign with new characters. I've played in campaigns where we probably would have abandoned the campaign (in Bullgrit's distinction between a campaign and a world) but continued playing in the world. And I've played in games where a TPK would probably have deep sixed the whole game world, or maybe even the whole gaming group.</p><p></p><p>I did have an interesting experience recently where a near TPK essentially ended an adventure, even though we kept playing in the same game world with the surviving characters. Out of a five character group (seven if you count some NPC henchmen), all but two of the characters died, with the survivors barely making it out alive. The players decided fairly unanimously to leave that dungeon and local area of the gameworld behind, to heck with the progress that they had made and the local plothooks and stuff. The survivors and replacement characters then went on to different areas of the gameworld where they started new adventures, and I think everyone benefited from that shift. It also felt pretty reasonable at a characterological level. I'm pretty sure an actual TPK would have produced the same result: continuing to play in the gameworld, but abandoning that corner of it.</p><p></p><p>But yeah... I can't really answer the question in the poll, because I've never really been there, let alone enough to have a sense of what "normal" would mean.</p></blockquote><p></p>
[QUOTE="Cerebral Paladin, post: 5195285, member: 3448"] I don't think I've ever been involved in a TPK (excluding con games, and then I think only in games like Call of Cthulhu or Paranoia where it isn't the same thing), as either a player or a GM. I've played in campaigns where I'm sure we would have responded to a TPK by continuing the same campaign with new characters. I've played in campaigns where we probably would have abandoned the campaign (in Bullgrit's distinction between a campaign and a world) but continued playing in the world. And I've played in games where a TPK would probably have deep sixed the whole game world, or maybe even the whole gaming group. I did have an interesting experience recently where a near TPK essentially ended an adventure, even though we kept playing in the same game world with the surviving characters. Out of a five character group (seven if you count some NPC henchmen), all but two of the characters died, with the survivors barely making it out alive. The players decided fairly unanimously to leave that dungeon and local area of the gameworld behind, to heck with the progress that they had made and the local plothooks and stuff. The survivors and replacement characters then went on to different areas of the gameworld where they started new adventures, and I think everyone benefited from that shift. It also felt pretty reasonable at a characterological level. I'm pretty sure an actual TPK would have produced the same result: continuing to play in the gameworld, but abandoning that corner of it. But yeah... I can't really answer the question in the poll, because I've never really been there, let alone enough to have a sense of what "normal" would mean. [/QUOTE]
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