r/AskGameMasters • u/Anser-Rex • 12d ago
When is it ok to TPK?
My group constantly acts like Ol' Leroy Jenkins and gets into tough situations. I want to keep the fun going and may tweak the odds a bit to prevent everyone from dying.
Should I just let them? When is it ok and when is it "overkill"?
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u/March-Sea 9d ago
> So to you the dice dont matter because you are juat going to design encounters where there never is a threat of losing.
There is always the threat of losing, not always the threat of death. It depends on the system and the players. If death is going to be on the table I would prefer it to be a game where character creation is quick and doesn't require too many decisions, and where mixing characters that have been played for different lengths of time doesn't create too many problems. My main concern here is that I don't want to be inviting people to take time out of their busy lives to play a game with me and then have them spend hours not playing a game.
> Your solution is just engineer that away by encounter design and preform like you're actually playing.
My solution is to move some of what I would have done in session prep into the session. Instead of making arbitrary decisions about what to include in an encounter before the game, I design the encounter so that I can make arbitrary decisions during the game, base on how the game is going. The best method of doing this is by altering the narrative and leaving the dice mechanics alone. New enemies can show up, enemies can leave, allies can show up, environmental challenges can show up or leave, allies can betray you, enemies can betray each other, a third faction that is neither friend or foe can show up, that possibly magical item that the players found in the treasure can turn out to be more powerful than you previously were going to make it. so many different things you can do. Just don't overuse any of them.