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What ruins a campaign?
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<blockquote data-quote="Jeff Wilder" data-source="post: 3310078" data-attributes="member: 5122"><p>It seems like most people are answering, "What breaks up a group?" rather than "What kills a campaign?" We've been lucky enough to keep a healthy group -- three, in fact -- going for several years, so I'll answer the latter.</p><p></p><p>In my case, I tend to overestimate what my players can handle. It generally becomes a problem right when D&D PCs and NPCs take their first leap in power ... i.e., around 5th level. My players aren't optimizers, and only a couple of strong D&D tacticians, so if I go by the CR system, they're often overmatched.</p><p></p><p>Combined with that, my players can be stubborn in combat.</p><p></p><p>Add in even a little bit of bad luck, and a TPK becomes possible, even in even-CR fights.</p><p></p><p>My first campaign -- the adventure path beginning with <em>Sunless Citadel</em> -- ended in a near-TPK at level 4. The monster responsible was a rather notorious CR 10 encounter in <em>Forge of Fury</em>, though I altered the (utterly ridiculous as written) encounter to have the creature immediately willing to negotiate before any deaths. My stubborn players would have none of it.</p><p></p><p>I tried resurrecting that campaign with a replacement party, which ended in a TPK at level 5. In that case, the killer monster was a troll. CR was 5, with five PCs. Supposed to be a relatively easy fight.</p><p></p><p>My next try -- a Freeport game -- went substantially longer, to level 10 or so, at which point they were wiped out by a diviner vampire with the <em>mind fog</em> spell and a nearby fathomless chasm. CR was 12. To be fair, the vampire's advantage probably pushed the CR up by one more.</p><p></p><p>Next came a Scarred Lands game, which ended with a TPK at level 5 in a modified <em>Sons of Gruumsh</em> adventure. This one was a combination "fair fight" -- i.e., CR 8 or so -- combined with simply <em>abysmal</em> luck on the part of my players. Luck on the order of failing to make DC 5 balance checks, multiple rounds in a row.</p><p></p><p>My current game is an Eberron game. We're approaching the climax of <em>Whisper's of the Vampire's Blade</em>. The bad guy is CR 8 as written, but IMO a weak CR 8. My party is level 6, with 5 PCs, and I want the fight to be tough, so I've upped the CR to 10. I'm concerned that I'm overestimating them again, but in the last session they <em>demolished</em> an EL 8 encounter, including a CR 6 fighter. Hopefully I'm reading their abilities accurately this time.</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 3310078, member: 5122"] It seems like most people are answering, "What breaks up a group?" rather than "What kills a campaign?" We've been lucky enough to keep a healthy group -- three, in fact -- going for several years, so I'll answer the latter. In my case, I tend to overestimate what my players can handle. It generally becomes a problem right when D&D PCs and NPCs take their first leap in power ... i.e., around 5th level. My players aren't optimizers, and only a couple of strong D&D tacticians, so if I go by the CR system, they're often overmatched. Combined with that, my players can be stubborn in combat. Add in even a little bit of bad luck, and a TPK becomes possible, even in even-CR fights. My first campaign -- the adventure path beginning with [i]Sunless Citadel[/i] -- ended in a near-TPK at level 4. The monster responsible was a rather notorious CR 10 encounter in [i]Forge of Fury[/i], though I altered the (utterly ridiculous as written) encounter to have the creature immediately willing to negotiate before any deaths. My stubborn players would have none of it. I tried resurrecting that campaign with a replacement party, which ended in a TPK at level 5. In that case, the killer monster was a troll. CR was 5, with five PCs. Supposed to be a relatively easy fight. My next try -- a Freeport game -- went substantially longer, to level 10 or so, at which point they were wiped out by a diviner vampire with the [i]mind fog[/i] spell and a nearby fathomless chasm. CR was 12. To be fair, the vampire's advantage probably pushed the CR up by one more. Next came a Scarred Lands game, which ended with a TPK at level 5 in a modified [i]Sons of Gruumsh[/i] adventure. This one was a combination "fair fight" -- i.e., CR 8 or so -- combined with simply [i]abysmal[/i] luck on the part of my players. Luck on the order of failing to make DC 5 balance checks, multiple rounds in a row. My current game is an Eberron game. We're approaching the climax of [i]Whisper's of the Vampire's Blade[/i]. The bad guy is CR 8 as written, but IMO a weak CR 8. My party is level 6, with 5 PCs, and I want the fight to be tough, so I've upped the CR to 10. I'm concerned that I'm overestimating them again, but in the last session they [i]demolished[/i] an EL 8 encounter, including a CR 6 fighter. Hopefully I'm reading their abilities accurately this time. [/QUOTE]
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