Thursday, April 13, 2017

Well, that didn't quite go as expected...

Well, that didn't quite go as expected...
http://ubiquitousrat.net/?p=3967

3 comments:

  1. Ah, sorry man. I think that happens alot in solo games. I'd probably go with the captured idea--IIRC, they're hunting for Goldmoon and Riverwind, and so dragging the party into the dungeon in shackles is entirely appropriate. They'd want to torture and interrogate them, and having other hostages as leverage always helps in your evil schemes.

    One of my house rules (tabletop) is "Fate Worse Than Death." In the even of a TPK, the party can survive, but everything that CAN go wrong, HAS. In my recent game (as a player, the GM adopted this rule too), we had a TPK. We picked up the game 5 (in game) years later. Our village was desroyed and it's people scattered. Our ship was burned and our crew executed. Our grandmother/matriarch of our village was starved to death and forced to become an undead monstrosity. And now we need to work for another enemy just to survive. Makes for an awesome game, and still makes the defeat meaningful.

    Maybe try something like that if you don't want to go too "easy."

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  2. To be honest, it was fun to play. Just sudden and I'd forgotten how different that can be after all these years of TPKs being considered "a bad thing". And it makes me think about how to handle a TPK at the tabletop... thanks for the suggestion, Todd Rokely.

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  3. Peter Webster I was wondering how it would go with only 4 PCs. When I used to play through B/X and AD&D modules solo, I almost never went with PCs at the bottom of the recommended level range, and my minimum party size was six.

    But fun to play is the important thing. And a new party of B/X characters doesn't take long to roll up.

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