The following is a guest post from friend of the blog, The Great Seamus. After the line you’ll see the entirety of his guest post, followed by another line. After that line, I’m going to insert some of my thoughts on the topic.
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I’ll open with a story from a campaign I was DMing in the last few weeks. I had taken the module from the Monster Vault and modified it to include in my campaign world.
My players were adventuring in the mountains. They had come into possession of a relic, The Staff of the Winter King, who had been awakened from his icy slumber and had draped the land in an unnatural and unforgiving winter. He was demanding the return of his staff, of course. The players had the responsibility of locating this staff and bringing it back to the king, and then finding some means to ending this winter. Learning some of the history of this individual, the party had come to the consensus that they would have to defeat him, as he was a terrible warlord who sought to dominate the earth. So the players sailed on the magical dragon ship (nearly dying in the process) and managed to crash it into the area just outside of the king’s fortress. Upon reaching the gate, they were stopped by a guardian (a modified elemental solider, ice of course), who silently demanded that they hand over the staff.
So they did.
Being a dutiful creature, the guardian glided off, returned the scepter to the king, and then brought back a half dozen of his friends to kill the interlopers. Now, this combat was originally designed for the party to either sneak past the creature, or simply fight the one brute and several summoned minion allies. But the situation, played out honestly, resulted in what was nearly a total party kill. Two characters were killed in the first three rounds of combat, and two more ran for their lives. The other two gave their lives so that the runners could survive. One of the survivors ruled her character so traumatized that she was retired, while the other went into hiding for a time. The players simply resigned themselves to rolling new characters for the next session and giving it another crack.
And this is where the problems begin. Sometimes players are a pain. As the DM, I put a lot of work into this campaign – from integrating the module into my world, to simply doing the paperwork that comes naturally to the process, and to have the players simply hit the reset button wouldn’t work for me. So what does a good DM do when his players break the campaign? In my mind, there are three options, all of which revolve around a central core – there need to be consequences. Players cannot simply hit the reset button. It throws out a lot of the hard work the DM has done, and oftentimes adds all new work – new characters to track, generating new treasures off of their wishlists, incorporating their new backgrounds, new stat cards, new minis, and getting them all together for a start. Not to mention that they all need to get on the road and get to the objective all over again. Real world consequences, however, teach players that their characters’ actions matter, even well after their characters have passed on.
I. Your life doesn’t end just because you got whupped
What villain worth his salt simply lets the dead bodies of his enemies go to waste? Raising them from the dead to torture for information is always a fun idea, though the souls of the PCs may not necessarily be willing. The next step is to raise them as undead servants, who regain their faculties (if not their lives) and must now progress as zombies or worse. The rules were made to be modded, of course, and simply adding the undead keyword and a few token resistances can adjust combat to accommodate their new unlives – though in the future it would be very difficult for them to get around in civilized society as, say, zombies.
II. Fudge the story
This is my least favorite option, because it presents less in the way of consequences and more of an inconvenience for the players – come back the next session and say that the players were not killed outright, but taken prisoner. Stripped of their weapons and armor, they were thrown into an icy prison to rot away. From there, the survivors may mount a rescue mission, while the captured PCs have to try and execute a daring escape. That way, the players keep their characters, and have a chance to salvage the adventure.
To modify this, perhaps the PCs were captured alive, though the players didn’t know it. Their characters become generals in the army of the Winter King, and help him to wreak bloody havoc across the land. The new party needs to stop the old party in order to even get a crack at the king and his staff.
III. What does this mean for the rest of the world?
he option I ultimately chose, I allowed for the players to hit the reset button – new campaign in a new part of the world (they wanted a nice, temperate jungle adventure after freezing in the north) so they picked new characters and decided on traveling south, towards the jungles.
Along with thousands of refugees.
The winter king, in his glory, is expanding his empire, and the lands he takes are swaddled in the embrace of that same terrible weather. Ice, snow, and sleet that destroys crops and makes life almost impossible have sent the residents of those now occupied lands to villages and cities in the south. Other nations and races are sealing their borders, and food is getting scarce. Bandits plague the roads driven by hunger and desperation, and many towns and villages simply deny the party entrance. As a DM, this means more wandering monsters, higher DCs to forage for food, and more difficulty performing social skills checks – especially against other races.
The most important thing a DM can be is flexible, but there is a line not to cross. You can’t let the players treat your work like a game of Final Fantasy. There are no save points, and certainly no reset button.
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Having an entire campaign go down the tubes because of some choices the players made is pretty frustrating. It means a lot of extra work for you as the DM, and means that the story you were trying to tell may not get finished. And I agree that there should be consequences for the players’ actions. There’s one thing that, having read the above post, I feel is missing from that core conceit.
Actions should have consequences, but consequences should be fun
Fun may not be the best word, but it’s the most concise and perhaps the closest to what I’m trying to say. Here’s my train of thought.
D&D, and other RPGs like it, is a game, and games are designed to be fun, first and foremost, for everyone playing the game. If the players make some bad decisions that cause a TPK (or a near TPK, as the case may be), then that’s probably going to hurt the DM’s fun in the long-run because of the extra work and the wasted effort put into that story. What you have to remember, though, is that–once the initial rush of an epic combat is over–getting clobbered by the monsters isn’t all that much fun for the players, either.
Combat should have consequences. If players don’t feel any tension as a result of their characters’ lives being imperiled, that’s a problem that you have to solve. That said, if your consequences are simply meant to punish players, or to encourage them to take the safe route, then your consequences might need adjustment.
A lot of indie RPGs subscribe to a particular philosophy. The idea is that success is, largely, inherently good. Failure may not be inherently good, but it should be at least as interesting as success, and it should lead to situations that are at least as interesting and fun for the players (even if they aren’t fun for the players’ characters). I think that applying this philosophy to D&D is, in general, a good idea, especially when it comes to game-breaking events like this.
If the players have really bungled things and it looks like the bad guys are going to win, don’t think of it as a negative. Think of it as an opportunity for drama, an opportunity to tell the story in a way you hadn’t thought of before. In the above example, I particularly like the idea of bringing the PCs back as undead creatures in the service of the Winter King. Not only do the PCs get to play for the other side for a bit, but eventually you get to give them the choice of betraying their master and trying to do the right thing, even if it means their destruction as the necrotic energy that animates them is dissipated with the Winter King’s demise.