On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 18, 2010, Dungeon’s Master once again presents: Embracing The Total Party Kill.
It’s not something we like to think about, the death of the party, 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 Kill, falls on the players and is a decision that only they can make.
The rational for that is simple, no DM should be deliberately designing encounters that cause a TPK. It just isn’t fair to the players. The exception being if the campaign is a test of survival where the DM and the players are battling it out to see who will prevail. In these instances the PCs are normally disposable and there is little story to the campaign, just combat.
With a normal campaign, one that balances story, role playing and combat together the idea of a TPK is usually in the back of everyone’s mind. It’s locked up in the closest, best forgotten about. However, there are instances when a TPK just makes sense. The occasions are usually related to the story telling and role playing aspect of the game.
There needs to be a compelling reason for the players to justify a TPK and it’s rare that the whole party might agree on the issue. After all several players might really enjoy playing their PCs. After months of playing and levelling up a PC who wants to throw it away just for the sake of the story? I would imagine few players are truly willing to do contemplate this, never mind executing on the idea.