Thread: Anyway to not do a TPK? <_<
-
February 6th, 2018, 17:53 #11
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,561
One of the more memorable campaign moments that one of my groups had in an old campaign is when we lost several party members in an early fight to a necromancer in a sandbox campaign (partial TPK), and those that died came back enhanced zombies using our own powers several sessions later.
Cheers,
JPG
-
February 8th, 2018, 07:03 #12
Well, one way to get players to enter a dangerous place is giving a warning about stuff being dangerous. "No one has returned from Cursed Forest, except Roland, and the experience made him mad." So giving them simmilar warnings might not always be good.
I do think that a character death might be good from time to time, but if you have attached story elements, to their backstory, it is gonna mess with the overall story. And if you have players that get very attached to their characters, they might not be as attached to the next set of characters. But killing a character might also enforce the fact that they play in a dangerous world. It is always a balance.
/H
We don't stop playing because we grow old,
we grow old because we stop playing!
Now running the first installment of Horizons of the Vast, a Starfinder Campaign, and Kingmaker 2nd ed.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks