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When the climax fails
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<blockquote data-quote="Jer" data-source="post: 4239254" data-attributes="member: 19857"><p>Start with a capture instead of a kill. I've found this works well for novice players. Depending on who captures them you can either run a "jailbreak" scenario as suggested above or - and I've had this work out really well in the past - have their captors let one of their number (at random) go free with ransom demands. Then have the rest of the players roll up new characters for a "rescue mission." Once nice thing about this option is that it gives everyone some experience with making new characters, and lets them try out something different without permanently losing a character that someone might have really liked. When I've done this in the past on the threat of a TPK in a new campaign I've had players decide they like their new character better than their original one.</p><p></p><p>Another tactic that can work - though I tend to use it mainly with younger players that I'm teaching the game to - is to have one of them survive what should be a TPK (left for dead by their attackers) and have a priest with "Raise Dead" available in town. I usually have some kind of side quest that they have to perform in exchange, though they can do it "after the fact".</p><p></p><p>There's also the "let them die and roll up new characters" tactic that was mentioned above. That can work (that's certainly how I learned the game in the days when dinosaurs roamed the earth), but it depends on the personalities involved and the complexity of character creation. I've found that the more involved the character creation process the more frustrating new players find making a new character. If I'm really trying to convince someone that the game is fun (as I did with my wife years ago) then I try pretty hard to keep them from getting frustrated until I'm sure I've made my case <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jer, post: 4239254, member: 19857"] Start with a capture instead of a kill. I've found this works well for novice players. Depending on who captures them you can either run a "jailbreak" scenario as suggested above or - and I've had this work out really well in the past - have their captors let one of their number (at random) go free with ransom demands. Then have the rest of the players roll up new characters for a "rescue mission." Once nice thing about this option is that it gives everyone some experience with making new characters, and lets them try out something different without permanently losing a character that someone might have really liked. When I've done this in the past on the threat of a TPK in a new campaign I've had players decide they like their new character better than their original one. Another tactic that can work - though I tend to use it mainly with younger players that I'm teaching the game to - is to have one of them survive what should be a TPK (left for dead by their attackers) and have a priest with "Raise Dead" available in town. I usually have some kind of side quest that they have to perform in exchange, though they can do it "after the fact". There's also the "let them die and roll up new characters" tactic that was mentioned above. That can work (that's certainly how I learned the game in the days when dinosaurs roamed the earth), but it depends on the personalities involved and the complexity of character creation. I've found that the more involved the character creation process the more frustrating new players find making a new character. If I'm really trying to convince someone that the game is fun (as I did with my wife years ago) then I try pretty hard to keep them from getting frustrated until I'm sure I've made my case :) [/QUOTE]
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