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<blockquote data-quote="the Jester" data-source="post: 5894846" data-attributes="member: 1210"><p>Oh dear. </p><p></p><p>First off, personally I would TPK in a situation that calls for it- even if it's as simple as a random encounter with a gelatinous cube. I'm not one for going soft on the pcs. As assassin gets 'em all? So be it. </p><p></p><p>Then I would have them start new characters. Perhaps follow up on a thread from the old group, whether the main one or otherwise. Perhaps something else.</p><p></p><p>But then, my players know from the beginning that I run a pretty hardcore, high-lethality game: I make sure to tell new players that before they get started. To me, people who can't handle losing a character (or failing a quest, or not finding the secret treasure, or...) are often more trouble than they're worth, but that doesn't help you.</p><p></p><p>Your best bet is to sit down and discuss the game style you run with the players, as well as their expectations. Do they match? If there's a conflict in playstyle preference, someone has to compromise (or find a new group). But this is a player issue, not an in-game issue; to solve it, you're going to need to deal with and talk to the players, not simply wave your hand and so, "OK, you're not all dead, you're captured (by the guy who was hired to kill, not capture, you)".</p></blockquote><p></p>
[QUOTE="the Jester, post: 5894846, member: 1210"] Oh dear. First off, personally I would TPK in a situation that calls for it- even if it's as simple as a random encounter with a gelatinous cube. I'm not one for going soft on the pcs. As assassin gets 'em all? So be it. Then I would have them start new characters. Perhaps follow up on a thread from the old group, whether the main one or otherwise. Perhaps something else. But then, my players know from the beginning that I run a pretty hardcore, high-lethality game: I make sure to tell new players that before they get started. To me, people who can't handle losing a character (or failing a quest, or not finding the secret treasure, or...) are often more trouble than they're worth, but that doesn't help you. Your best bet is to sit down and discuss the game style you run with the players, as well as their expectations. Do they match? If there's a conflict in playstyle preference, someone has to compromise (or find a new group). But this is a player issue, not an in-game issue; to solve it, you're going to need to deal with and talk to the players, not simply wave your hand and so, "OK, you're not all dead, you're captured (by the guy who was hired to kill, not capture, you)". [/QUOTE]
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