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Accepting a Suicide Mission

How often do you know the outcome of your adventure before you even begin playing? Almost never. But, what if you did know the way the adventure was going to end? More importantly, what if you knew – before you ever sat down to play – that the PCs could only achieve victory by sacrificing themselves in the process?

I’m not talking about a typical TPK. This isn’t just a really difficult encounter where the PCs, through bad luck, poor rolls and dismal tactics end up dead. I’m talking about an adventure that’s specifically designed as a no way out scenario. The PCs, and more importantly the players, know at the beginning of the campaign that they won’t be coming back.

This kind of set up makes for a very different D&D adventure. Normally the players assume (and rightly so) that their characters will survive everything that’s thrown at them. No one plays D&D and expects for their character to die. Where’s the fun in that? Well, I’m going to tell you.