So where do I stand on this practice? There are only TWO situations in which I as a dungeon master would spare the characters from a TPK:įirst, I screwed up and UNKNOWINGLY threw an encounter that was way too hard at my players. Those are examples of the dungeon master sparing their group from an actual TPK. You see, none of those scenarios are TPKS. Okay, folks, your characters DID actually die, but now they are in the afterlife! And now they need to find a way back to the world of the living. And now when you wake up, you need to get your stuff back and take vengeance on the bad guys who were too stupid enough to realize that PCs are never quite dead even when it looks like it. Okay, folks, your characters didn’t actually die, they were just left for dead and loot. And now your new characters need to rescue them. Okay, folks, your characters didn’t actually die, they were just captured. And now you all need to break out of jail. Okay, let’s talk about TPKs, shall we? And the first thing I’d like to talk about isĪ TPK is NOT when the entire party legitimately wipes and would have diedīut the dungeon master decides to save their PCs from the death they would have-and SHOULD HAVE-experienced. So if you haven’t pledged to get this level 1 to 5 adventure module featuring tons of nasty new fey creatures, magic items, and spells, time is running out. You see, I’ve made a few videos about TPKs around here, and I even made one recently about why defeat, death, and TPKs are good for the game but I’ve never talked about what to do when it actually happens.īut first, I want to remind you that my Kickstarter Into the Fey is only open for one more week. Today in the Lair we’re going to be talking about how to handle the aftermath of a TPK or a total party kill where each and every one of your players’ beloved characters bites the dust. If you prefer to watch (or listen) to the video version of this article, you can do so here: Five Tips for Handling the Aftermath of a TPK in Dungeons & Dragons.
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