Tuesday 18 July 2023

Thirteen Ways of Looking at a TPK

In honour of the players in my weekly campaign, whose PCs were all killed last week. Think of it as thirteen things to do with a campaign once a TPK has taken place.


I

The new PCs appear on the scene afresh

They have no relationship to what came before


II

The new PCs are the friends, relatives or former comrades of the old ones

Their first task is to recover bodies for burial, or exact revenge


III

The new PCs are the descendants of the old ones

Generations have now passed

And they come chasing after legends

Or to recover heirlooms


IV

The PCs' ghosts attempt to return to the world of the living from the halls of the dead


V

The PCs' ghosts find new life

In heaven or hell


VI

Reincarnation is real

The PCs' souls are reunited once more after many rebirths

Their home is now the stars - or the aftermath of the apocalypse


VII

Reincarnation is real

The PCs were sinful, and return as beasts


VIII

A god spares the PCs' souls from oblivion

In return, they must serve him


IX

A change

The players now take on as their PCs the enemies that killed the original ones

Until they too are killed in turn


X

The campaign ends and a new one begins, different in every way


XI

Generations later, the PCs are resurrected

They are now a necromancer's slaves


XII

The coward's way out

Not death but capture


XIII

A butterfly flaps its wings in Peking

The PCs actions all had their consequences

The next campaign begins in the world extrapolated from what they created

7 comments:

  1. only the 12th is something I would do. Otherwise, is make new characters, same campaign

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  2. Nice! Wallace Stevens.

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  3. I've always wanted to have a go at IV, but the circumstances need to be right. Whenever I've DM'd a TPK in the past, there's always been a drive to continue the campaign, dungeon, whatever, rather than go on the world's longest post mortem side-quest (and if it's not long, what's the point).

    Although this might be infuriating for the players, I'd be tempted to run it like a roguelike (e.g. Hades), where the dead players can't die, they just respawn, without whatever ghostly gear their shade had acquired, until they find a way back to the living world. Would this be fun? Not sure. Does this exist? A halls of the dead megadungeon?

    Also, more modernist posts, please.

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  4. A lot of this is good but depends on reading the mood of the players.
    If the GM has a fully fleshed out world that exists independently of the players, their deaths should not render the world unviable.

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  5. How did the TPK happen, and how does it affect the statistics of your "causes of PC death" post from a few months ago?

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  6. Possible double post: first may not have taken.
    PCs wiped out fifteen minutes into a session Referee plays "Another one bites the dust" whilst group are required to roleplay decomposing for two hours. Characters urinated on by a squirrel, and then eaten by hogs. A valuable reminder that Augury and Find Traps are useful spells, and you might use a scout.

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  7. XIV

    Also, can be seen as "The coward's way out".

    Time resets to that morning and they go through it again. Win or lose, it resets again at midnight, 22:14, etc., but now they have to deal with the major fight and figure out what's causing the loop (creatively integrated into the current story of course :)

    Not to be used more than once per group of players.

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