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Friday Favourites Player Resources

Friday Favourite: Taking a TPK Like a Man

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 8, 2012, Dungeon’s Master once again presents: Taking a TPK Like a Man.

It doesn’t happen often, but when it happens it really sucks – a Total Party Kill or TPK. In 4e it’s incredibly hard for DMs to kill just one character in a party. I’ve seen plenty of PCs fall unconscious but usually the leader has them back in action before they even need to make a death save or an adjacent ally makes a Heal check and triggers their second wind. Worse case scenario they stay down until the encounter is over and then they get the benefits of a short rest. Before you know it they’re on their feet and ready to face more monsters. The only way to guarantee that characters die is for the DM to wipe out everyone with a TPK. After all, if no one’s left to face the remaining monsters once the last guy falls unconscious it stands to reason that those same monsters will take necessary steps to ensure you don’t get back up… ever.

Because the TPK is (or should be) a rarity in D&D it’s understandable that many players are not really sure what do to when they see the writing on the wall. I realized this when we were face-to-face with an inevitable TPK just this week during D&D Encounters. Players can react very different to this situation so I felt it was a good idea to document so ground rules and suggested behaviours that all players should be mindful of when their PC falls unconscious, or worse yet, is just one of the dominos falling in the impending TPK.

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Friday Favourites Player Resources

Friday Favourite: Embracing The Total Party Kill

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.

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D&D Encounters

It’s Here! – Lair Assault: Temple of the Sky God

Lair Assault is designed to challenge the most experienced and hard-core D&D players and I have no doubt that season 6 will certainly live up to that reputation. The gimmick this time around is that most of the adventure takes place in the air with the PCs on the backs of flying mounts. Players who think they’re the best at D&D now have to demonstrate that mounted combat in three dimensions is something they can handle otherwise they’re in for a shock to the system and a TPK.

Lair Assault is part of Wizard of the Coast’s public play program. It’s the Top Gun of D&D where the best of the best can demonstrate just how good they are at the combat and tactical side of the game. Role-playing is practically non-existent in these adventures but that’s by design. In this case the DM is actively trying to kill the PCs. For once it really is DM vs. players. So come on out and show your DM that you really are as good as you claim.

The new season of Lair Assault runs from December 1 – February 28. Below I share some of the high-level details. I’ve tried to keep it as spoiler-free as possible. Some of my suggestions and observations may seem a bit on the nose but most of my points are pretty obvious or fairly common sense things so I don’t think you have anything to worry about. I’m certainly not going to give away anything that will give players an unfair advantage.

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Player Resources

Taking a TPK Like a Man

It doesn’t happen often, but when it happens it really sucks – a Total Party Kill or TPK. In 4e it’s incredibly hard for DMs to kill just one character in a party. I’ve seen plenty of PCs fall unconscious but usually the leader has them back in action before they even need to make a death save or an adjacent ally makes a Heal check and triggers their second wind. Worse case scenario they stay down until the encounter is over and then they get the benefits of a short rest. Before you know it they’re on their feet and ready to face more monsters. The only way to guarantee that characters die is for the DM to wipe out everyone with a TPK. After all, if no one’s left to face the remaining monsters once the last guy falls unconscious it stands to reason that those same monsters will take necessary steps to ensure you don’t get back up… ever.

Because the TPK is (or should be) a rarity in D&D it’s understandable that many players are not really sure what do to when they see the writing on the wall. I realized this when we were face-to-face with an inevitable TPK just this week during D&D Encounters. Players can react very different to this situation so I felt it was a good idea to document so ground rules and suggested behaviours that all players should be mindful of when their PC falls unconscious, or worse yet, is just one of the dominos falling in the impending TPK.

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D&D Encounters Player Resources

Lair Assault: Attack of the Tyrantclaw – Round-up

The third Lair Assault has almost run its course and we finally got a chance to run a few sessions at my FLGS. I’m going to assume by now that anyone who is interested in Lair Assault has already played Attack of the Tyrantclaw. That being the case this article will contain a lot of spoilers so that I can speak to direct problems, issues, and tactics. Hopefully it will help DMs who plan to run this adventure again and it will inspire players who haven’t yet defeated the Orcs on Dinosaurs.

There was plenty of interest in playing this season but we had a lot of trouble arranging a time that worked for all of our regulars. By the time we finally got around to playing it was mid-April and the season was half over. But this actually turned out to be a good thing. As the DM for the first event I was able to search the internet for tips and tricks before I ran the first game and am I ever glad I did. Reading about some of the problems other tables experienced gave me time to review some of the rules and be ready to make the right call if similar situations occurred at my table.

Below are tips, tricks, and advice for players and DMs. We’ve also got recordings of three session of Lair Assault: Attack of the Tyrantclaw below for anyone who was unable to play this season themselves but wants to hear how much fun it was to fight Dinosaurs and try to survive. The first two sessions (which I ran as the DM) resulted in TPKs. The third session (in which I played) we won. Enjoy and good luck!

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Editorial

Greatest Hits 2011: The Importance of Trust and Honesty in D&D

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

Without honesty there is chaos. I used this as a heading in the original article and the more I think about that line the more I believe that it’s the absolute truth.

When you play D&D at home it’s usually with a group of very close-knit buddies. This dynamic usually means that there are no problems or issues regarding trust and honesty. There are no strangers at this gaming table and it’s unlikely you’d want to cheat your friends. But when it comes to public play, some gamers (a few bad apples, as it were) will try to take advantage of the situation for their own personal gain, possibly at the expense of playing honestly.

I want to be clear that the overwhelming majority of my public-play experiences have been very positive. I’ve only ever had a couple of instances where players were caught, or even suspected of, cheating or intentionally being dishonest. However, I think that in some public-play situations, especially when there are newer players at the table, the desire to push the boundaries of trust are more prevalent.

During some D&D Encounters sessions players will try to gain an advantage by intentionally bending or breaking the rules. Where this is most problematic is among newer players that don’t have character builder and make PCs the old fashioned way. The carelessness with which some players throw together a character infuriates me. They add modifiers across the board because they don’t know or don’t understand when they apply or not. They’ll take more powers than they’re supposed to or use encounter or daily powers even after they’re expended. Even after I’ve politely given them the benefit of the doubt, explained that they’ve made an error somewhere and that they should correct it before the next game, they still use the flawed sheets.

I’ve finally had to crack down on bad character creation. I implemented a new rule that if you make your character without character builder you have to leave it with me between sessions so I can review it. In most cases I just recreate the PC in character builder to validate the numbers are right. At first I found lots of problems on every character sheet, but now that the group knows I’m checking they’ve become more diligent about accuracy.

What bothers me most is that some players (again, a very select few) didn’t feel that honesty was required until they realized they were less likely to get away with it. You always want to believe that people will do the right thing. In a gaming situation, especially with new players, you hope that they’re honest and will follow the rules of the game and of the unwritten social contract. All it takes is one or two bad instances to sully everyone’s view of D&D. So let’s all do our part to play honestly and encourage fair play in our games moving forward; because without honesty there is chaos.

Categories
Humour

Confessions of a D&D Camp Counselor: Year II – Best Bits

Well D&D camp is over for another year. Looking back it seems to me that the best way to share stories from D&D camp without a lot of superfluous context is to use the “Hey, do you remember when…?” approach. So for the final time this year I would like to share some of the best bits of fun, excitement and hilarity that happened this summer at D&D camp.

Video Games!

Obviously the kids come to camp to have fun first and foremost. Playing and learning the game of D&D is the secondary objective. A lot of the rules can be adjusted to suit the situation at hand if it’s going to make thing more fun. Each week as new kids come to camp we assess their level of play and do our very best to accommodate people so that everyone has a good time. Many of the issues that arise are because some kids just want to play even though they don’t know or don’t want to know the actual rules of “how D&D is supposed to be played.”

That being said, every year we get kids at camp who have never played D&D before and don’t seem to have any interest in it as such. Instead when their parents said “You’re going to camp, pick one!” they picked the camp that sounded most like video games. Well at camp this year we had quite a few Mine Craft kids and it made for some pretty strange in-game interactions.

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DM Resources

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.

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Editorial

The Importance of Trust and Honesty in D&D

I think that the vast majority of people who play D&D take for granted just how important trust and honesty are to the game. In order for everything to work we have to assume that everyone playing is honest and trustworthy. Of course, we don’t come right out and ask this of the other players; you merely accept it as fact. If players cheat or abuse the trust we’ve given them in good faith, then the system won’t work and the gaming experience will be tarnished.

Just this past weekend I was playing a Living Forgotten Realms (LFR) adventure at my FLGS and something happened that really highlighted the importance of trust in D&D. It was an unusual situation, and the more I thought about it the more I realized that perhaps it’s time to discuss just how vital trust and honesty are in D&D.

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DM Resources Player Resources

Greatest Hits 2010: Embracing The Total Party Kill

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2010. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

Until recently I’d never played in a game where a character, let alone an entire party, was willing to accept their own death in order to ensure the accomplishment of the greater good. When Wimwick wrote this article I thought it made for an interesting discussion, but I never expected to ever see it happen during play. After all, you work so hard and so long to earn XP and build up your character that I just couldn’t see anyone willing letting that character die. And then I actually saw it happen. Twice.

The first time I saw this kind of self-sacrifice was as the DM. Our campaign was about to reach its final climax. The PCs were about to complete a quest that spanned 20 levels. However, in order to accomplish their task someone had to sacrifice them self in order to stop a powerful evil from escaping an arcane prison. As the DM I had three important NPCs ready to step in since I knew none of the PCs would willingly make this sacrifice. I was stunned when everyone in the party agreed to do it. I only needed one volunteer, but all the players were willing to give up their PC to accomplish this goal. In the end the Wizard, the PC who had been with the campaign the longest, made the ultimate sacrifice. I never expected any of the players to feel so strongly about the story that they’d be willing to do this, yet they all stepped up. I finally understood what Wimwick was talking about in this article and it was awesome.

The second time I experienced this was as a player in a one-off game. Although we just met these characters and liked them a great deal, it became evident that our mission was too important to fail. We didn’t set out on a suicide mission, but when certain events transpired and we realized that our own mistakes were going to spell failure for the mission we decided to do whatever was necessary to get the job done. In the end that meant a total party kill as we took on a task that we knew we’d never return from. It was one of the most exciting adventures I’d ever played in and even though I’d only played that character once, I’ll always remember him.

If you’re the DM and you make the players care enough about the story then there is always the chance that they’ll make the ultimate sacrifice and embrace the TPK. It’s one thing for a party to face overwhelming odds and get wiped out, it’s an entirely diffident circumstance when the players realize that they’re facing death and do so honourably in order for good to prevail.