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	<title>Comments on: Avoiding The Total Party Kill</title>
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	<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/</link>
	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
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		<title>By: Designing Encounters That Can&#8217;t Be Beat (Part 2) — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-39044</link>
		<dc:creator>Designing Encounters That Can&#8217;t Be Beat (Part 2) — Dungeon&#039;s Master</dc:creator>
		<pubDate>Fri, 04 Mar 2011 19:31:31 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-39044</guid>
		<description>[...] Avoiding the Total Party Kill [...]</description>
		<content:encoded><![CDATA[<p>[...] Avoiding the Total Party Kill [...]</p>
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		<title>By: Greatest Hits 2010: Embracing The Total Party Kill — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-32194</link>
		<dc:creator>Greatest Hits 2010: Embracing The Total Party Kill — Dungeon&#039;s Master</dc:creator>
		<pubDate>Tue, 28 Dec 2010 20:58:36 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-32194</guid>
		<description>[...] the end of the campaign. On occasion it is the right thing to do. Earlier this week we discussed Avoiding The Total Party Kill. This task falls jointly on the shoulders of the DM and the players. Embracing The Total Party [...]</description>
		<content:encoded><![CDATA[<p>[...] the end of the campaign. On occasion it is the right thing to do. Earlier this week we discussed Avoiding The Total Party Kill. This task falls jointly on the shoulders of the DM and the players. Embracing The Total Party [...]</p>
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		<title>By: Galadare</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-29533</link>
		<dc:creator>Galadare</dc:creator>
		<pubDate>Sat, 27 Nov 2010 18:21:15 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-29533</guid>
		<description>I ran a session that turned TPK not too long ago. The heroes were chasing one of the main villain&#039;s lieutenants. They followed him into his inner sanctum where they fell to a couple of ill informed decisions laced with bad luck.

I tallied it up as a win for the villain. The kingdom the heroes served fell and the focus shifted to a neighboring kingdom that was next on the villain&#039;s todo list.  I was able to recycle some NPCs when the new kingdom discovered the threat and decided that prudent countermeasures included stiffening the resistance movement in the original kingdom.

Eventually, the new party went after the lieutenant that slaughteres the old party, but this time the encounter ended with sweet, sweet revenge.</description>
		<content:encoded><![CDATA[<p>I ran a session that turned TPK not too long ago. The heroes were chasing one of the main villain&#8217;s lieutenants. They followed him into his inner sanctum where they fell to a couple of ill informed decisions laced with bad luck.</p>
<p>I tallied it up as a win for the villain. The kingdom the heroes served fell and the focus shifted to a neighboring kingdom that was next on the villain&#8217;s todo list.  I was able to recycle some NPCs when the new kingdom discovered the threat and decided that prudent countermeasures included stiffening the resistance movement in the original kingdom.</p>
<p>Eventually, the new party went after the lieutenant that slaughteres the old party, but this time the encounter ended with sweet, sweet revenge.</p>
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		<title>By: mbeacom</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-20271</link>
		<dc:creator>mbeacom</dc:creator>
		<pubDate>Tue, 29 Jun 2010 20:47:27 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-20271</guid>
		<description>I&#039;ve not hosted a TPK, nor been involved in one as a player.  As a player, I&#039;ve always had at least one voice in the group who was quick to suggest that we flee and lick our wounds. Sometimes, we ignored it and push onward, but always having that as an option means that if anyone else in the group begins to get &quot;that feeling&quot;, no one feels bad about retreat, since its been discussed so many times. It gets to the point that your group is comfortable with it as an option.

As a DM, i&#039;m not afraid to force a retreat. If the combat is designed to push the group to the limit, then thats an outcome that is possible from the first initiate roll.  I&#039;m usually pretty good at giving my players clues that combat is not going to get any better and that they better rethink their strategy. Generally this takes the form of monsters mocking them, or in how I describe the combat, making it sound very one-sided. They usually get the hint that they need to get the heck outta there before things get worse.

I&#039;ve actually been play testing a scenario in my head, now that I&#039;ve read several articles on this site about TPK, character death, and such.

I&#039;ve got a game upcoming where the PCs will be interacting with a sage, getting information about a dungeon before they visit it. One of the better outcomes I had planned for the encounter would be if the players are able to convince the sage to go into a trance and &quot;visit&quot; the dungeon so she can describe it to them, even draw portions on a map.  I&#039;ve got a handout planned for if the party succeeds. 

Then I started thinking about TPK and how I wanted to implement one somehow in this adventure. Then I got to thinking, what if the sage was able to transmit the PCs consciousness into another group of adventurers who had already visited the dungeon......and failed (although the players won&#039;t know they have failed at the time of the transfer).

Once they get to this point in the encounter, I would have the sage cast a spell and make the players &quot;gaze into the crystal ball....etc&quot;. Then I would hand out player character sheets for an adventure party I had pre-genned just for this situation.  These pre-genned characters would have some high end magic items that will eventually serve as part of the loot for the final battle.  The players would essentially teleport to the dungeon entrance and get to slog it out as new characters. Then when they get to the final boss, they would TPK and revert back to their original characters having intimate knowledge of the dungeon. I would then hand them the map since they had already been there. Not only that, but they would know that the corpses of the other adventure team were there waiting for them with those magical items they had gotten a taste for.  I&#039;m still working on the details but I think something like this would be a viable way to introduce a TPK without completely derailing the story.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve not hosted a TPK, nor been involved in one as a player.  As a player, I&#8217;ve always had at least one voice in the group who was quick to suggest that we flee and lick our wounds. Sometimes, we ignored it and push onward, but always having that as an option means that if anyone else in the group begins to get &#8220;that feeling&#8221;, no one feels bad about retreat, since its been discussed so many times. It gets to the point that your group is comfortable with it as an option.</p>
<p>As a DM, i&#8217;m not afraid to force a retreat. If the combat is designed to push the group to the limit, then thats an outcome that is possible from the first initiate roll.  I&#8217;m usually pretty good at giving my players clues that combat is not going to get any better and that they better rethink their strategy. Generally this takes the form of monsters mocking them, or in how I describe the combat, making it sound very one-sided. They usually get the hint that they need to get the heck outta there before things get worse.</p>
<p>I&#8217;ve actually been play testing a scenario in my head, now that I&#8217;ve read several articles on this site about TPK, character death, and such.</p>
<p>I&#8217;ve got a game upcoming where the PCs will be interacting with a sage, getting information about a dungeon before they visit it. One of the better outcomes I had planned for the encounter would be if the players are able to convince the sage to go into a trance and &#8220;visit&#8221; the dungeon so she can describe it to them, even draw portions on a map.  I&#8217;ve got a handout planned for if the party succeeds. </p>
<p>Then I started thinking about TPK and how I wanted to implement one somehow in this adventure. Then I got to thinking, what if the sage was able to transmit the PCs consciousness into another group of adventurers who had already visited the dungeon&#8230;&#8230;and failed (although the players won&#8217;t know they have failed at the time of the transfer).</p>
<p>Once they get to this point in the encounter, I would have the sage cast a spell and make the players &#8220;gaze into the crystal ball&#8230;.etc&#8221;. Then I would hand out player character sheets for an adventure party I had pre-genned just for this situation.  These pre-genned characters would have some high end magic items that will eventually serve as part of the loot for the final battle.  The players would essentially teleport to the dungeon entrance and get to slog it out as new characters. Then when they get to the final boss, they would TPK and revert back to their original characters having intimate knowledge of the dungeon. I would then hand them the map since they had already been there. Not only that, but they would know that the corpses of the other adventure team were there waiting for them with those magical items they had gotten a taste for.  I&#8217;m still working on the details but I think something like this would be a viable way to introduce a TPK without completely derailing the story.</p>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-06-18</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-19668</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-06-18</dc:creator>
		<pubDate>Sat, 19 Jun 2010 05:52:40 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-19668</guid>
		<description>[...] Avoiding The Total Party Kill  Whether you are a GM or a player, there are ways to avoid the dreaded TPK. There are different approaches between the two sides of the screen, but they are equally important. Go see what Wimwick has to say on the matter. [...]</description>
		<content:encoded><![CDATA[<p>[...] Avoiding The Total Party Kill  Whether you are a GM or a player, there are ways to avoid the dreaded TPK. There are different approaches between the two sides of the screen, but they are equally important. Go see what Wimwick has to say on the matter. [...]</p>
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		<title>By: Embracing The Total Party Kill — Dungeon&#39;s Master</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-19627</link>
		<dc:creator>Embracing The Total Party Kill — Dungeon&#39;s Master</dc:creator>
		<pubDate>Fri, 18 Jun 2010 13:02:02 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-19627</guid>
		<description>[...] the end of the campaign. On occasion it is the right thing to do. Earlier this week we discussed Avoiding The Total Party Kill. This task falls jointly on the shoulders of the DM and the players. Embracing The Total Party [...]</description>
		<content:encoded><![CDATA[<p>[...] the end of the campaign. On occasion it is the right thing to do. Earlier this week we discussed Avoiding The Total Party Kill. This task falls jointly on the shoulders of the DM and the players. Embracing The Total Party [...]</p>
]]></content:encoded>
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		<title>By: Greg</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-19602</link>
		<dc:creator>Greg</dc:creator>
		<pubDate>Fri, 18 Jun 2010 03:24:01 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-19602</guid>
		<description>You are missing one of the best strategies: 

Remember, just because the party goes down doesn&#039;t mean they have to die. Sometimes it serves the antagonists objectives to revive the characters. If the characters go down, it&#039;s possible for them to wake up a few hours later in a jail cell... or a stew pot.

You can&#039;t play this card all the time, but when appropriate, its a very effective way of upping the stakes without ruining the game.</description>
		<content:encoded><![CDATA[<p>You are missing one of the best strategies: </p>
<p>Remember, just because the party goes down doesn&#8217;t mean they have to die. Sometimes it serves the antagonists objectives to revive the characters. If the characters go down, it&#8217;s possible for them to wake up a few hours later in a jail cell&#8230; or a stew pot.</p>
<p>You can&#8217;t play this card all the time, but when appropriate, its a very effective way of upping the stakes without ruining the game.</p>
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		<title>By: Keject</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-19560</link>
		<dc:creator>Keject</dc:creator>
		<pubDate>Thu, 17 Jun 2010 16:49:45 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-19560</guid>
		<description>I think I have experienced a total party kill on five separate occasions, all of them were with the same dm, in DnD 3.5. The first three were against a boss that could split himself into four pieces. The party rolled initiative before teleporting in to fight and the boss beat us. So we got nuked with four fireballs and only two of the six of us survived to fight the four bosses (my fighter died from the spells right off the bat.) so the DM shrugged and had us fight the fight again (we were late in the campaign and the players would have quite the game rather than roll a new party.) the same thing happened, except half of the six lived to be killed by the boss. So the next week we played the same fight again. With one more tpk from the boss just killing us all.
The other two were when one of the player decided that he would like to pick up and old character from a previous campaign (that had happened before the current one in the history of the game world) and the DM let him build himself as a boss he was a 3.5 cleric and so has save or die spells. His only words of regret after the two tpk were “I thought you guys had better saves.”
The lesson I took away from the problems that I saw in this campaign one in which my 3.5 fighter died over twenty five times over the span of twenty one levels was this. The DM liked the story he had planned and the none player characters (NPCs) better than he liked the Players of the game he was running. Don’t do this. DnD is fun when you play heroes that have choices. It is a lot less fun when the DM railroads characters into playing the lackeys of an NPC that clearly has more power prestige and potential then the characters being played by real people.
If anyone at your table says the words “but if he’s here, why does he need us?” you’re probably doing something horribly wrong. 
Reasons for our deaths aside I see the value in the save point system. If the party wipes for whatever reason if they don’t want to sacrifice the character they have worked so hard to build and get attached to I think it is wrong for the DM to TAKE that character away. You can just start the fight over, the frustration of watching their characters die is often motivation enough to try to not die again. 
DMs on the other hand shouldn’t use this as a cheap excuse to not do the work required to run a masterfully balanced fight that the players are proud they survived.  TPK means the DM failed as well.</description>
		<content:encoded><![CDATA[<p>I think I have experienced a total party kill on five separate occasions, all of them were with the same dm, in DnD 3.5. The first three were against a boss that could split himself into four pieces. The party rolled initiative before teleporting in to fight and the boss beat us. So we got nuked with four fireballs and only two of the six of us survived to fight the four bosses (my fighter died from the spells right off the bat.) so the DM shrugged and had us fight the fight again (we were late in the campaign and the players would have quite the game rather than roll a new party.) the same thing happened, except half of the six lived to be killed by the boss. So the next week we played the same fight again. With one more tpk from the boss just killing us all.<br />
The other two were when one of the player decided that he would like to pick up and old character from a previous campaign (that had happened before the current one in the history of the game world) and the DM let him build himself as a boss he was a 3.5 cleric and so has save or die spells. His only words of regret after the two tpk were “I thought you guys had better saves.”<br />
The lesson I took away from the problems that I saw in this campaign one in which my 3.5 fighter died over twenty five times over the span of twenty one levels was this. The DM liked the story he had planned and the none player characters (NPCs) better than he liked the Players of the game he was running. Don’t do this. DnD is fun when you play heroes that have choices. It is a lot less fun when the DM railroads characters into playing the lackeys of an NPC that clearly has more power prestige and potential then the characters being played by real people.<br />
If anyone at your table says the words “but if he’s here, why does he need us?” you’re probably doing something horribly wrong.<br />
Reasons for our deaths aside I see the value in the save point system. If the party wipes for whatever reason if they don’t want to sacrifice the character they have worked so hard to build and get attached to I think it is wrong for the DM to TAKE that character away. You can just start the fight over, the frustration of watching their characters die is often motivation enough to try to not die again.<br />
DMs on the other hand shouldn’t use this as a cheap excuse to not do the work required to run a masterfully balanced fight that the players are proud they survived.  TPK means the DM failed as well.</p>
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		<title>By: Dungeon Newbie</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-19464</link>
		<dc:creator>Dungeon Newbie</dc:creator>
		<pubDate>Wed, 16 Jun 2010 08:41:22 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-19464</guid>
		<description>I saw a match where the PCs were easily defeating the monsters, which they thought was strange considering the sadistic DM... then a bunch of invisible chokers came in, armed with paralysis and pin powers. TPK almost instantly.</description>
		<content:encoded><![CDATA[<p>I saw a match where the PCs were easily defeating the monsters, which they thought was strange considering the sadistic DM&#8230; then a bunch of invisible chokers came in, armed with paralysis and pin powers. TPK almost instantly.</p>
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		<title>By: Siskoid</title>
		<link>http://dungeonsmaster.com/2010/06/avoiding-the-tpk/comment-page-1/#comment-19415</link>
		<dc:creator>Siskoid</dc:creator>
		<pubDate>Tue, 15 Jun 2010 19:02:32 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4732#comment-19415</guid>
		<description>I&#039;ve never suffered or hosted a TPK in AD&amp;D 2nd or GURPS. Mine occured on a very pulpy game. They&#039;d have been dead a lot earlier if they&#039;d played that way with one of those systems.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve never suffered or hosted a TPK in AD&amp;D 2nd or GURPS. Mine occured on a very pulpy game. They&#8217;d have been dead a lot earlier if they&#8217;d played that way with one of those systems.<br />
<span class="cluv">Siskoid&#180;s last [type] ..<a class="8243b924be 19415" rel="nofollow" href="http://siskoid.blogspot.com/2010/06/rpg-campaigns-eternal-champions.html">RPG Campaign(s): Eternal Champions</a></span></p>
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