Tabletop Highlight: Games You Never Want to End

You’ve been running a game with the same group of people for years, now. You’ve done your best to play weekly, but it has still taken the better part of a decade to get from the beginning of the game to the end. Maybe the end was a total party wipe because the fighter did something stupid. Maybe your players resolved all the open plot hooks they were interested in and, after amassing an incredible amount of wealth, have decided to retire. Maybe they finally killed that demon/elder dragon/Tarrasque and they’re officially so strong not even the gods would lightly make a move on them. Whatever the reason, the game as you know it has come to an end. Except no one wants it to end because they all get along, it’s tons of fun to play tabletop games with people, and they had this idea for a character they made a while ago that they’re dying to try…

So you extend the game. If the party-wiped, you’ve got a couple of really fun options and one simpler option. If you want to just keep it all going, then you can have some kind of fail-safe alert a new group of adventurers that the people previously trying to solve some big problem died. They get sent out to collect corpses (maybe revive the players who want to stick with their old characters), and then they carry on in the stead of the previous group. It’s easy, it makes sense in a lot of scenarios, and it makes it easy to get down to playing again. If you want something a little more challenge but that would add some depth to your world, start the party over. Everyone rolls up a new character, maybe not level 1, but probably at a lower level, and a new adventure starts. Whatever the old group was trying to prevent has come to pass during the intervening years (any number is fine, but I like to make sure it’s at least a couple of generations so everyone has a chance to discover all of the ramifications of their failure) and the new group is trying to either fix the problem or facing some new threat in the world created by the death of the older group. This, of course, necessitates that the issue the old party was trying to prevent wasn’t something truly world-ending. If that’s the case, you could always throw out some kind of “incarnation cycle” spin and have the players basically play themselves reincarnated on the new world the gods made in response to the destruction of the old world. There’s a lot of fun opportunities their, including relics from the old world and maybe some kind of special, inherited powers from your previous incarnations. The sky is the limit here.

If all of the characters have decided to retire from their lives of adventuring with their dubiously gotten gains, that opens the door for a generation-spanning game! Maybe the players can roll up the children, adopted or biological, of their old characters. Or, perhaps, the child of someone else’s character. Students or protégés are also fair game. However it happened, they’re playing someone who grew up under the tutelage of a character from the old game and, as a result of something happening (anything from the tragic death of their mentor to a decision to emulate their mentor’s life of adventure), has hit the road to find our what’s on the other side of the horizon/save the world/strike it rich by looting the long-dead corpses of other adventurers and the private homes of the various races who don’t live in the same kind of societies that your adventurers grew up in. Maybe an unresolved plot hook the previous generation chose to ignore has come calling again, perhaps grown more urgent as a result of the passage of time. Maybe one of the magic items or artifacts collected by the previous generation is the key to some plot a new villain has hatched and they used the old hero’s advanced age as an opportunity to put their dastardly plan into motion.

If your players have all gotten to the point where there is nothing left to truly challenge them besides the gods, maybe just start a new campaign in their shadows. The new characters grew up in a world forever changed by the actions of the old characters and are inspired to set out on their own adventures by the legends still living and walking on the mortal plane. This creates a lot of narrative fun for the DM because whatever problems the new characters are given to solve, whatever legends they chase, can’t be big enough to draw the attention of the more powerful adventurers who still live and exert their will upon the world. This can also create a lot of fun situations because you can have players reprise their old characters in role-playing moments, maybe because the new characters are hirelings who the old character is paying to take care of some problem that’s probably beneath their notice or that they don’t really have the time to solve on their own. Or that they just don’t want to deal with, similarly to how most people pay someone to change the oil in their car rather than learn how to do it themselves. Whatever route you choose, it’ll be memorable so long as the incredibly powerful previous characters are still around to pop up now and then. Plus, most players love to see their old characters crop up in a campaign.

Whatever you decide to do, just make sure you talk to the players about it beforehand. Most of them would love to figure out what their characters decided to do after retiring or getting too powerful to be stopped, so that’s a good opportunity for them to become more invested in whatever game comes next. The idea of playing in a world where your old character is walking around and living their life is incredibly inviting. The opportunity to maybe run into them and to see them play out a scenario again is one I, personally, would never pass up.

Tabletop Highlight: What to do When You TPK

It finally happened. Because of some mistakes, poor decisions, or just a run of bad luck, you’ve encountered your first TPK. Don’t worry! A Total Party Kill isn’t the end of the world! You have options! But first, as you should do any time you have a serious, potentially irreversible character death or one that felt like a particularly stinky pile of bullshit, take some time away from the table to breath. Thankfully, only characters have died. The players can still play, the DM can still run, and the game can go on. However, it will likely be different. That’s okay, though. Every time anything major happens, the game changes. This will be just one more of those changes.

The first option is generally the easiest. Instead of being killed, the party has been captured and now must escape the clutches of some dreaded foe. Finally, the rogue can put that escape artist skill to use! The paranoid ranger who has a chime of opening hidden on his person is finally vindicated! The barbarian… well, they just hulk out like usual, but it’s still fun! They’re short on gear, don’t have many hit points, and are on a time limit! They need to escape quickly or quietly. If they’re spotted, they need to move fast. If they get stuck, they might need to make some tough choices about who lives and who dies. If they can remain hidden, they might need to find the hole in the guard rotation so they can escape undetected. Maybe they need to talk their way out and suddenly the paladin’s high charisma is good for more than never failing a save. Or maybe the wizard finally gets a chance to show just how capable he can be in a pinch, even without an hour to prepare his spells. No matter what choice you make, it’s sure to make a memorable adventure.

The next easiest option is to have a conversation with your players. There are three options most players take, sometimes individually but usually as a group. First, they might elect to create all new characters who are going to pick up from where their previous characters left off. Sometimes they’re intentionally recovering the remains, sent on a mission to find the now-dead characters by whoever sent the characters in the first place. Sometimes they’re doing their own thing and stumble over the remains of the dead characters and choose to pick up from where they left off. If they don’t do that, another option might be to just create new characters in the same world, doing their own thing, in a space far from where their characters died. Maybe they’ll eventually have to defeat the villain their previous characters fell to at some point, but maybe not. This is a new adventure and that doesn’t mean they need to even inhabit the same world, much less inhabit the same area of said world. The third option is to decide to stop playing. Some players might decide they want to move on to something else, now that the journey their character was on came to a conclusion. That’s totally fine, as long as they’re not departing angrily. If they are, or if all of your players are choosing to abandon ship now that their characters are dead, it might not be a bad idea to look back and assess if you were running a game they wanted to keep playing.

Another option, which would require a lot of work to keep the players from feeling like you just saved them for expediency, would be to have them wake up in a stronghold of an ally. Maybe they were brought back to life or maybe they were rescued, but it must have been for an important reason, whatever the method. Maybe this ally wants to use them for something and figured having a group of adventurers in their debt due to being returned from death would be sufficient motivation to get them to do whatever this ally wants. Maybe it isn’t an ally but a previously neutral NPC who wants the characters to work for them. Perhaps there’s even some kind of curse or geas placed on the characters that forces them to work for this NPC and now they need to not only pursue their given goals but figure out how to escape from the NPC controlling them. This would be a lot of fun because it’d require a lot of clever thinking on the part of the players, though I can understand that it wouldn’t work for every group.

There’s always an undead campaign. It’d work really well if they died fighting a necromancer or failed to disrupt some horrid ritual that would give the souls of everyone mortal on the material plane to some evil god. Maybe something didn’t go entirely wrong and some aspect of who the characters was before their transformation lingers. With the right kind of build-up, you could create an adventure where they either embrace their new undead forms or find a way to undo their transformations. Maybe they find the last divine caster in the area who was saved from the ritual because they were praying within a consecrated area and they can be returned to life. Or maybe they figure out how to save their souls and then take on the new undead overlords before (or maybe after) using a miracle spell to return the world to the way it was before the ritual went off.

There’s always retconjuration, the magic of changing how things happened, but that almost always feels cheap unless they died because they all rolled a bunch of fails in a row while their enemies rolled nothing but natural twenties. I’d recommend against it if you have literally any other option. You could also effectively un-do their death by stripping them of their gear and saying they managed to just barely survive, but they were looted and left for the vultures. Whoever beat them did to them what they’ve likely done to countless other humanoids and monstrous races. That would be a fun spin on things and I’d love to see how a group of players recovers from being stripped of everything that wasn’t hidden. I love creating moments for improvisation and outside-the-box thinking, so I’d really enjoy seeing what my players did in that case. I might do it as a one-off, sometime, just to see.

All of your options pretty much fit into three categories. Figure out how to get the current characters back into play (capture, not-quite-dead, or undead), create new characters (who may or may not encounter the corpses of their former selves), or just stop playing. If you have any ideas of other options, besides what I’ve listed here, I’d love to hear about them! I’m really curious about what other people do in TPK scenarios when they come up.