Saturday, February 2, 2019

Game Master Guidance- Handling the Mythical "Total Party Kill"


In most RPGs, death is a constant threat for the player characters. In some games it’s nearly impossible for death to befall the characters. However, those systems are few and far between. In particularly lethal systems, there’s a good chance that the party that finishes the journey isn’t going to be the one that started it. Despite what social media might have you believe, total party kills (TPK for short) aren’t that common. As a player, I’ve never been o.n the receiving end of a TPK. As a GM, I typically try to set the limit at one death per encounter, as anything more than that is excessive. At least in my eyes. The campaigns I run prioritize the narrative, so being liberal with TPKs devalue character deaths, what should be important, rare turns in the narrative. I do make exceptions for moments like the climax or the final confrontation with the antagonist. Regardless of the circumstances, when the original party is entirely wiped out, the GM must ensure that turning point has the importance it deserves.

A TPK, whether it be gradual or sudden, marks the end of the party’s original narrative. Though the players have new characters, the death of the starting group should still be treated with some sort of finality. The adventurers’ mission might be continued by their friends, allies, or just their successors but they are now incapable of striving towards their goal. If the TPK is just a lineup change, you risk violating the immersion of the campaign and reducing it to an overly video game like experience. You can’t save scum in an RPG and that gives death a weight that it lacks in all but the best games.

The TPK also gives their successors' journey a greater sense of importance and dread. Others have tried and failed to do what the new adventurers now set out to do. That could motivate them to fight even harder, to honor the memories of those who have died.
Even more selfish, aloof adventurers now have to live with a very real reminder that their task is a dangerous one. The old party might be dead but their memory should live on, one way or another. A TPK might be the end of one story but it can very easily be the beginning of another.

If there’s no one left to immediately carry on for the original party, consider setting the next session some amount of time after the TPK. Whatever crisis the adventurers were looking to stop has likely escalated in their absence. The new party is not only starting from scratch but in a far worse situation than their predecessors. However, make sure you don’t completely invalidate the accomplishments of the recently deceased adventurers. Perhaps their brave sacrifice has inspired their successors or unwittingly created a weakness to be exploited. A TPK can offer the GM and players a chance to take the story in a radical new direction and fully utilize the storytelling freedom offered by RPGs.

If the TPK happens at a crucial moment or even the end of the campaign, the GM is faced with a more difficult prospect. Even the most talented storytellers have issues ending their narratives in such a bleak way. Additionally, the players probably aren't on board with the death of their characters and the victory of the villain. As opposed as some veteran GMs might be to this, you could quietly change a few rolls in the players’ favor. Let one or two survive to tell the tale. At the very least, make sure they foil the villain’s scheme or deliver the killing blow before they succumb to their wounds.  A pyrrhic victory is still a victory and such a turn of events puts a more positive spin on the TPK. RPGs require a considerable amount of time and energy from all involved, so make sure you don’t leave them feeling cheated at the end of the campaign. However you choose to handle a TPK, make sure they’re appropriately rare, memorable events.

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