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What normally happens after a TPK?
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<blockquote data-quote="Ariosto" data-source="post: 5200394" data-attributes="member: 80487"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5200394, member: 80487"] 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. [/QUOTE]
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