TPK DnD – Create An Incredible Story

If you aren’t familiar with the term TPK, it stands for “Total Party Kill.” It's that horrifying yet completely exhilarating feeling that TTRPGs offer to remind you that the game is not entirely "safe" - that yes, indeed, all of your characters might just die fighting that terrifying villain.

TPK DnD – A TPK in DnD happens when the entire party faces something that results in death for all player characters. Following their character’s deaths, players are left with some pretty weighty decisions to make. It’s still possible to move the story and gaming campaign forward with new characters. It’s possible to end the story there and instead continue with new characters in an entirely new world or storyline. And of course, it is technically possible to continue the story with the same characters, but in some unique way, such as in the “spirit world,” or as servants of a god.


In any case, the best way to deal with a TPK in DnD is to make the most of it. Let the character deaths sink in. Feel for them. Grieve. And begin to ask yourself, “how can we use this to make an even better story than we’d originally planned?”

TPK DnD

Group Discussion Following the TPK DnD

The first step to take following a TPK is to have a group discussion. There are many ways to go about dealing with a TPK in DnD, but for the potential benefits of the situation to be realized, the group needs to get on the same page. Sometimes players and dungeon masters can see a TPK coming. Yet sometimes TPKs happen suddenly and out of nowhere, surprising everyone.

As such, it may take everyone in the group a moment or two to realize what just hit them. So, let the discussion take a little time if it’s needed.


Basically, the group needs to decide which of the following scenarios best describes how they want to either move the game forward, or to let it end. None of these choices is the definitive “best” option. It really comes down to your gaming group, and which path forward you all find to be the most fun and satisfying experience. TPK options include the following:


  • Start New Characters
  • Start a New Campaign
  • Continue Your Characters in a New Way
  • Say that the TPK “Never Really Happened” (Not Recommended)

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Start New Characters After a TPK DnD

There are multiple ways to go about starting new characters. In each of the following scenarios, the party will go through the character-building process to create new characters. What differs between these options is the role of the new characters, and where they fit (if at all) into the previous storyline.


Same World and Campaign

This is a very simple option. Players say goodbye to their former characters, honor them, then let them go – at least as far as playing them anymore, goes.


Even with characters gone, however, the gaming world, story, and campaign remains. Every hero in a DnD world has friends, allies, and family. Players can choose to tie in their new characters to their old characters. Perhaps the new character wants vengeance for their slain sibling. Maybe they were one of the people deeply touched by their former hero, and want to live up to the hero’s ideals. Or perhaps they are simply another adventurer with the same kind of goals as the previous character, and is thereby swept into the same (or similar) storyline that the group was previously following.


Same Level as Previous Characters

In this option, players still engage with the same world and campaign, as above. But instead of restarting characters at Lv.1, they create new heroes at the same level as their previous characters. There’s no definite rule in DnD that requires players to begin new characters at Lv.1. This is especially true if the gaming group simply doesn’t want to entirely start over.


To some hardcore gamers this option may seem like a kind of cop-out. However, players in an ongoing campaign have already “earned” their character’s level, so why punish everyone for a TPK? The TTRPG genre is about having fun. Why not take this opportunity for all players to create a new character in a class they’ve always wanted to try out? Starting players at the same level as they were before the TPK is a great way to make the deaths of their former beloved characters less tragic.


Roster of Secondary Heroes

DnD TPKs don’t have to be the end of the game, in many cases. There are many spells, such as “Raise Dead” or “True Resurrection” that allow dead characters to be brought back to life.


In this option, the point is to create a group of heroes who, for one reason or another, believe that resurrecting the original party is a goal worthy of risking their own lives. They may have to face a terrible enemy, or find news of the deceased group and follow them into a deadly dungeon. However, if they can simply succeed in resurrecting the heroes, then perhaps they don’t have to fight same horrible monster that slew the previous group, or even get through the entire dungeon that killed them. They just have to find the heroes’ bodies, to save them.


If this roster of secondary heroes succeeds in their mission, these heroes can be kept for interesting side quests in the future, or can be intermittently played, as desired. It can be fun in DnD to have multiple characters available to play, and can allow for additional interesting opportunities in an ongoing RPG campaign


Enemies of Previous Characters

Have you ever considered that your gaming group could “switch sides” and roleplay the enemies that killed your group’s previous characters?


Perhaps your characters had a goal to stop a powerful organization. But, in fighting that organization, were tragically overpowered. A fun way to progress the same campaign story is to then create new characters who belong to the organization your old characters had previously fought against. In fact, your group’s new characters could in fact be the ones who actually slew your previous party, or were in some way involved in their deaths.


The story would then continue – in a dramatic twist of events – as the players fight for the side they’d previously been so vehemently against. Whereas everyone thought the campaign was “about” stopping an evil empire, the story would then become about a group of “heroes” out to change the world as everyone knows it, according to their own (insidious?) ideals.


Creating New Characters After A DnD TPK

Start A New Campaign After a TPK in DnD

Sometimes it’s best to simply end a DnD campaign after a TPK. If the player characters are very high level, and/or everyone feels they’ve experienced what they wanted in the current campaign, it can be a good option to move on.

It’s actually sometimes difficult to officially “end” a long-standing campaign, especially if play has continued long past lv.20. In this case, death can be a form of release, preparing the way for a new campaign.


The downside, of course, is that starting an entirely new campaign in DnD is typically a bit larger of a project than simply creating a new character. New stories need to be thought out, new lands, new NPCs, new villains, and an entirely new setting. Starting a new RPG campaign can be very fun, but it does take some preparation, which might mean that the next step to a TPK needs to wait until the new world is built.


Here are a few ideas to incorporate a new campaign into your party’s recent TPK – especially if it was unexpected – that can save some time, and still tie in to the former story:


Use the Same Campaign World

If your gaming group has done a good job of creating an engaging world that you all love, why not keep the next campaign in that same location? Diverse worlds have many stories going on within them at any given time. Even if you feel the story involving your former characters is complete, maybe there’s still room for continued stories in the lands in which they once lived.


Continue the Story Many Years Later

When heroes die, there are consequences to the world around them. Dangerous villains’ plots aren’t stopped. Plagues wipe out entire lands. Magical artifacts are never found. Families are never reunited. But someone continues to live on in the broken and desolate world, with a fire burning within them to set things right. This version of a new campaign could take place a year, decade, or even a century following events of the first campaign. Perhaps the original villains and storylines from the previous campaign are gone, but their effects continue.


This option can make for a powerful continuation of a TPK’s story as it shows the players exactly what happened as a result of their failure. Instantly, everyone at the table feels an emotional tie to the new story and campaign at hand. There’s a feeling among the group of, “we have to set things straight.”


Utilize Pieces of the Same Story

This is a tip for dungeon masters: if players died in a TPK before they got to see the full story you had planned for the campaign, then they won’t know if you use elements of that same story in a new campaign.


It can be hard as a dungeon master to craft a world and story that you love, only to never see it played out. Sometimes it’s the dungeon master who’s most affected by a sudden TPK in DnD, which is why it’s tempting to try and find a way around the incident (the players weren’t actually killed, someone saves them at the last moment, etc.). So, take everything you loved about your previous creation’s plans, and find a way to create it fresh in your new campaign. That way the group’s TPK doesn’t steal all your hard-won creativity from reaching its expression.

TPK DnD New Campaign

Continue Characters in a New Way After a TPK in DnD

Just because a character’s “dead” in DnD doesn’t really mean they have to, well… actually be dead. There are, after all, many planes of existence in DnD, which means that a TPK can simply act as a portal of kinds, to another realm.


In fact, if you’re a dungeon master, you may consider using this option as a way to even plan a TPK for your DnD group. The “TPK” might come as a total shock to them. But to you, it might just be the next necessary step for the storyline…


Spirit World

There are many great stories that take place within a world of spirits. The idea is somewhat common in fantasy settings and within the lore of fairy tales.


One thing worth noting about spirit worlds: taking characters to a spirit world may sort of derail the campaign if the idea doesn’t fit well with the overall theme of the campaign. But even if the spirit world transition is a little jarring initially, it can work quite well so long as the players feel that they’ve “discovering” something that was actually part of the campaign all along, only hidden.


In a spirit world, players probably have drastically altered abilities and powers. Maybe characters’ stats change, or they can’t wield physical weapons anymore, or even their magic spells function differently.


Within the spirit world, players could create an entirely new path or goal for themselves, find ways to engage with the previous storyline, but as spirits, or even find ways “back” to the mortal realm from which they came. Spirit allies they meet could even potentially resurrect the heroes’ bodies (in return for help of some kind), or could possibly point the heroes in the right direction to accomplish a similar solution.


This option really comes with its own list of limitless possibilities. Many anime series and movies by Studio Ghibli have great ideas you can utilize when it comes to merging the physical world and the spirit world into a single story.


Servants of a God

One option that works well in conjunction with the idea of a spirit world is that after death, the heroes become servants of a god. It might even be that a god has called the heroes to his or her side, which is “why” (it turns out) they experienced premature deaths. Or perhaps the god saw their deaths and decided to bring them into his or her own service, to preserve their heroic spirits.


There is another option when it comes to gods. But it’s a bad idea. You should almost certainly never go this route:


Gods can – of course – do basically anything, right? Though it’s a terrible plot twist, the god could resurrect the party for any reason of their choosing. The god needs a mortal champion, the god also hates the heroes’ enemy, the heroes have always been faithful servants of the god, etc. These aren’t good options because they’re definitely cop-outs.


The key to making a TPK in DnD really satisfying is to advance the story through the event. Using a god to save the party from all their problems is the literal definition of a Deus Ex Machina (god out of the machine), which has for a thousand years or more been ridiculed as an abysmal story-crafting device.


Undead Creatures

Similar to the idea in the “Create New Characters” section of creating new characters that are the enemies/ slayers of the previous characters, what if the previous heroes are resurrected… but as undead minions of the story’s villain? In this diabolical shift of fate, the player characters are forced to do the bidding of their new necromantic master, which is probably the opposite of which they previously strove to accomplish.


This option is tricky to pull off. First, players may not like the idea of playing a campaign where they suddenly represent the antithesis of their recently held personal ideals. And second, they may not enjoy turning their beloved characters into undead monsters.


However, if the party doesn’t mind really shaking up the campaign, then this option – with a lot of intentionality and work – certainly leads to a unique continuation for a campaign.


Magically Enhanced

Some magical rituals require a sacrifice. What if the players had been marked for this kind of sacrifice all along, without their knowing?


Or, the characters may not have been able to enter a certain magical realm, or land of the dead, without first… well, dying. And while the TPK seemed like a horrible event, it was actually the gateway to the story’s next phase.


Eventually, the question of what the characters actually “become,” in a situation like this, needs to be answered. It needs to be made clear if they’re still alive, by power of the ritual, or if they are in fact dead, and living as spirits, or some such. Also, if the ritual was planned all along – or planned for them – then can they find a way to return to life?


One way to work through the details of a ritual death like this is to say that the characters have been infused with some form of magic, divine power, or demonic energy that allows them to live. Even though they died technically died. Sort of.


Luckily in a fantasy setting, a creative mind always has options for getting a story to work, all while going above and beyond players’ expectations.

Spirit World After a TPK

Say that the TPK Never Really Happened

By far, the worst option, at least in terms of the campaign’s story, is to state that the TPK never actually took place. This is where the old, “the TPK wasn’t actually a TPK” trope comes into play.



Killed by a monster? Well, the monster decided to leave you alive so they could eat you later. That way you’ll make for a fresh meal (giving the party a chance to flee, once they wake up).


Slain by guards in a villain’s castle? The villain instead decided to keep you alive so he can torture you for information, at a later time (giving the party a chance to flee, once they wake up).


Instead of dying, your characters were left unconscious. The enemy warband moved on, assuming you were dead (giving the party a chance to flee, once they wake up).


And by far the best choice: killed in a deep, dark, nigh-unreachable dungeon? No problem. The gods favor you, bring you back to life, and teleport you to safety.


Why not just have the god who favors you also kill all your enemies, equip you with invincible weapons and armor, end the main villain’s plot, and make your characters lords of the entire world?


You see how slippery the slope can become, and how unsatisfying a game it can create.


Circumstances Where A Non-TPK Fits

There are times when a TPK in DnD can be “allowed” to “not be a TPK.” For instance, if none of the players want to continue the game unless they still get to play their characters – that’s a good reason to fudge things a little. If the players actually did everything right, took every possible and necessary precaution, and just plain got horribly unlucky rolls – that’s another good reason to roll the game back a bit. Finally, if players are facing a completely random encounter that has very little or nothing to do with the story, and still somehow end up dead – that’s worth consideration as “not a TPK.”


If a TPK genuinely ruins the game for everyone, it is ok to create some way for the event to have never happened. Use your creativity to come up with something still feasible, such as the ideas we made fun of, above (they aren’t the worst ideas in the world, after all – except for the “god fixes everything” option). However, if it is possible to continue the story, or continue gaming after a TPK, it really often does make for the more satisfying story and gaming experience.


Just remember that people never talk about the time their party got saved by some NPC with awe and wonder. But they do talk about the way their party heroically sacrificed themselves, nearly putting an end to the dragon king.

Scrolls to Memorialize a TPK DnD

Deciding TPK Fate Ahead of Time

One great idea is to have a group discussion about TPKs for your DnD campaign at the very start of the campaign. Day 1, right at the time everyone creates their characters for the campaign. Think about it like establishing another major part of your group’s DnD campaign expectations. If everyone understands ahead of time that a TPK is possible, and everyone comes to a consensus on what happens next should the situation occur, then your gaming sessions never gets derailed if a TPK actually takes place.


Here’s a couple things to think about as a gaming group when thinking about the future possibilities of a TPK:


  • Under what circumstances will you all allow a TPK?


Consider: Bad decision making, player mistakes, party choosing to get in situations beyond their level of power, or establishing ahead of time that the campaign is meant to be very deadly, in general.


  • Under what circumstances will you all not allow a TPK?


Consider: Really unlucky dice rolls, fights that aren’t meaningful towards the story (random deaths), dying to enemies that were accidentally created too strong, situations where only one or a couple party members made bad decisions for which everyone else would otherwise have to pay.


  • What path forward will you take should a TPK occur?


Choose one (or more) of the TPK options listed above in this article, or come up with a creation of your own. Either have everyone agree upon TPK next steps, or if you’re a dungeon master, at least have a game plan ready for the group that you can fill in should the unthinkable occur.


  • What will you do when you see a TPK approaching?


This is a great question for a dungeon master to answer for him or herself. If a TPK is imminent, consider the circumstances under which the group decided to allow a TPK or not, and seriously think about the situation at hand. Once the TPK hits, you really have no choice but to deal with it. But before a TPK actually does take place, it is a bit easier to guide the story to a guardrail, if so desired. Be watchful of potential TPK scenarios, and craft the story accordingly. 


How a TPK in DnD Affects the Game World

The higher an adventuring party is in levels when they’re decimated by a TPK, the more drastically their deaths affect the world around them. Regardless of how your gaming group decides to handle the TPK, it’s worth emphasizing its results through the game’s settings and NPCs. As a gaming group, you may consider brainstorming ideas for how your characters’ deaths – even if death was temporary, from a form of resurrect spell or something similar – shaped the RPG campaign world.


Were families affected? Friends, or allies? What about organizations, causes, and events? Obviously, plans hatched by villains would likely have more success.


If the party was above lv.5, they could perhaps have been somewhat famous, even in small sections of the world. What other adventurers may have heard of them, and how would they react? Would anyone hold services to commemorate their passing? Would anyone try to learn more about their fate, or help any causes previously championed by the heroes?


For very high-level characters, how would their deaths affect not only entire towns, villages, and country sides, but cities, and even nations? Would lords and nobles try to capitalize on the heroes’ deaths, start wars to avenge them, or create societies to honor their memory? Would anyone try to recover magical or divine artifacts held in their possession at the time of their deaths?


It can be worth taking time as a gaming group to discuss the affects your characters’ deaths might have on the campaign world. If you decide to leave end a campaign after a TPK, you might even roleplay some of the former NPCs, and describe what happens in their world after the heroes’ deaths.


And if you do decide to continue the same campaign with new characters, or by somehow pursuing another path with your fallen characters, spending time roleplaying the results that came from the characters’ deaths can act as an effective interlude before continuing the story.

Memorial of a DnD TPK

Advance the Story Immediately Following a TPK

The best thing to do after a TPK in DnD is to think about how the event can advance the story. Not all stories need to end happily ever after. A TPK can be a gut-wrenching moment, watching as your character dies. It can be a satisfying conclusion to an epic journey. And if the TPK really does result in the end of your story, you can still make the most of things by taking time with your gaming group to talk about what happens to the world after your heroes are gone, and to spend time grieving their passing.

Bottom line: a TPK in DnD doesn’t have to be something horrible. The story you’re playing through has a life of its own, and your adventuring group is simply discovering that adventure. Sometimes, “discovering” a DnD gaming session is actually better than “creating” it to be perfect in every way.


Just like a book or movie can still be good (and is sometimes made even better) if a main character dies, so too can the story of a DnD TPK. Certainly, whether the TPK was purposeful or accidental, the fact that it happened changes the story of your game, dramatically. But the key is really what you do with the TPK after it happens – not that it happened, to begin with.

You can turn a TPK in DnD – or any other TTRPG – into the beginning of an entirely new, and amazing, chapter.


Tired of Your DM Killing Your Characters?

Let’s face it: some DMs love the carnage of brutal TPKs. However, you can get your revenge. Why not have a little fun producing a little of your own chaos for that special DM?


In Eternity TTRPG, no single person at the gaming table has all the power. Instead, everyone shares in creating the game’s story, world, NPCs, and more – all while roleplaying their own characters. If someone attempts a TPK, you have the power to change the direction of the story so that it better fits the entire gaming group and the game story you want to play.

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

September 4, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=DP5OwjeAVBE Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube, where I go over things going on in the tabletop role-playing community, um, from D&D to Crooked Moon to other games that we see. And this might be, for me, my most exciting one that I've gone over to date. Um, we have some very exciting news. I know if you've watched our channel in the past couple weeks, in the past couple months, um, you've seen videos talking about this card game, Battler, and we even did, um, a bit of an interview style talking about this game and its origin story and why it's so important to us. And the short version of that is my husband has been working on a tabletop role-playing game for 30 years at this point, you know, since he was a boy. And now here we are at the point where we have [00:01:00] something manufactured, published, and ready to sell, and it showed up at our doorstep this week. So we had this 750-pound pallet with 28 boxes of our game show up. Here it is. Sparks of Eternity Emanation. It is here. It is just-- It's better than, you know, we imagined it would be with just... It's just amazing. You know? You always talk about these things happening and these dreams coming true and, like, making a product. And to finally have it is an amazing experience. So, you know, we of course took the time this week to revel in that a little bit and, you know, we took the pictures. We [00:02:00] did the time lapses of everything. We just-- We got to see our dream come true this week. And, you know, this was his dream first, and I got to join in with it. And especially in the past year, um, this game was, you know, an idea from me, and he made it come true with his game. And it's just been a great experience getting to work together on it and play test it and everything. So let's go ahead and get into what is in the box. The guide, of course, you know, the how-to manual, how to play, what everything is, what all the symbols mean. And then of course you have the credits on the back with our artist on there as well as, you know, my husband and I's name, which is pretty incredible getting our name on something. And then you go into the box, and you get to see that there are six dice because it is a six-player game. [00:03:00] It can be up to six players, and you can obviously have more if you have more of the, um, uh, class decks. And then you have your life sparks, the red and the yellow, the red depicting, um, five hit points and the yellow depicting one. So, you know, some characters will start with that five hit points, and some will start with six or seven. And then I've seen hit points get all the way up to twenty-one if the healing ends up going super well. And then jumping into each of the classes that you see in this box, you are going to have the judge, the druid, the oracle, the, um... Oh, gosh You have all these different classes that we decided to put into what is considered the base game. And that is just amazing to see all of this artwork and getting it put together. And then on top of all [00:04:00] that, you have, um, the different effect cards. So your dazed, your blinded, your charmed, um, as well as some additional rules and details and your turn overviews to help you with the, like, getting going and your different turns. So that way you don't have to reference the how-to guide as often, the, um, instruction manual as often. So between my husband and I, because, you know, we've been play testing this for a year at this point, it has been a full calendar year, we have gotten to the point where we can play games in under 10 minutes. Um, however, this does state that it can take up to 30 when you are just learning this game. Um, of course, when you're just learning, you take a little more time with your turns and making sure everybody understands what is going on. Because the goal is to get to play faster [00:05:00] and to dive into this world a little bit quicker, you know? You want to be able to really enjoy this class that you're taking a part of and understand like, hey, this is why the druid is the druid. The druid gets to use these different shapes, the wolf and the griffin, to do more powerful attacks. Whereas the assassin, of course, has different things to help his assassin hit harder and guarantee that it hits and it can't be blocked. Um, so there's just all these little nuances about what you're playing with to see how it goes. So, you know, it's here. We are getting the final touches on everything for shipping, getting the sales page up, um, getting, you know, the different tiers because we are gonna offer a couple different things. Like, yes, we do have the box game, [00:06:00] but we also have a PDF version that has other classes available that you can just print off at home without having to have the box. Um, the other thing is we're looking at putting together a higher tier that is gonna have the box itself, but also a dedicated art book with all of the art that, um, has been used, we intend to use, that our artist has done. And there are a few other things with that tier that you're just gonna have to check out. But with all of that being said, we should be available to ship these within the next week. So we're gonna put that link below and if you don't mind waiting just a little bit longer, you can go ahead and order. However, once we get past this first week, we are gonna be shipping on a more regular schedule and we're excited to see the, uh, demand that these games will have. Of course, we have family and friends that want to see this, but we also want to grow the community with everyone else. So any support that you want to [00:07:00] give is greatly appreciated and it helps us achieve our dreams further and hopefully we can support others on their dreams. Um, so with that, comment, like, subscribe, let us know how we're doing. If you have any questions on the game, please let us know. And if you really would like to, please, uh, hit that button to order now. Thanks so much. Bye.
August 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3t2a-i3pyRk Transcription [00:00:00] Welcome back to the Eternity TTRPG channel, where I discuss different happenings in the tabletop role-playing universe, as well as talk about the game that my husband and I are actively creating. So one thing I wanna talk about this go around is a bit of the origin story of tabletop, um, as well as where it could be going and what's different about it and all those kind of things, right? So to start this off, when To start this off, I always thought of D&D as just D&D, right? D&D is [00:01:00] the premise of all tabletop role-playing. It's the genre itself. It's what I use to define the genre, is D&D. Because I think it was the first thing, right? It was the first thing where you could sit at a table with this book and go through a campaign and a dungeon and play this way. And then other creators said, "Hey, what if we take this thing that was created, and let's try it this way and go through this dungeon instead and this dungeon instead? And what if we add, you know, other universes now, like Star Wars and Avatar: The Last Airbender, and explore those worlds?" And the way that I look at it is that D&D was a way for people to come together and this singular person to lead you through their imagination, right? And now we come into today's day and age, and everybody has a lot of different ideas and imagination [00:02:00] going on. And with that, you have all of these different tabletop role-playing systems coming out and all these different campaigns coming out. But what are we trying to do, I guess? And how does D&D today translate to all of this? So the way that I'm starting to look at it is that these other systems could have just been, you know, the group of friends in the basement that was like, "Hey, I wanna try it this way." And it caught on and they're like, "Hey, my friend's like this. Let's make this an actual thing." And here comes all of these other role-playing games now. And the thing that we hear so much when I hear people talk about their other tabletop role-playing game is, "Oh, well, it's different than D&D. Oh, it does this that's [00:03:00] better. Oh, this is, you know, an easier system." And, you know, that's great and all, but the second you say tabletop role-playing or you say the words D&D, I just think D&D because D&D is the foundation of this entire genre, and it's going to continue to be, even with all of these different tabletops coming in and trying to change the system and all these different things. So when I realize this and everything, and I start to think about the game that my husband has been working on for 30 years and started in a basement, right, with a group of friends, um, I start to think, well, what makes it different? And the thing is we tend to use different in a way to make it seem better than what's already out there, right? And I don't think that's what [00:04:00] we're trying to do, but it's how it comes across in normal society. So with that being said, right- Just because we're different, it doesn't, you know, make us better. It just gives us other options in life. So the thing that I'm seeing the most when people say things are different is you're just getting a different campaign style. You're just getting a different, you know, way to play the game, perhaps a better entry point into tabletop role-playing. And I think in the end, all that we're trying to do is grow a community, right? You're trying to get to be more than just, you know, those 30, 40, 50-year-olds that were growing up playing it in their basement, and you're trying to get the younger generations to continue it. And I will say Stranger Things did help with that. Thank you, Stranger Things, for, you know, bringing it to light a little bit [00:05:00] more. But this thing with imagination is starting to gain so much popularity because we're starting to see so much more of the world, right? So I feel like I'm on a soapbox with this whole news channel because it is just my thoughts right now with this video. But let's just think about this for a second. We really hit... Actually, let's go back When we were in, you know, 1950s, 1960s, 1970s, '80s, '90s, we were using libraries and books, encyclopedias, and it was, you know, kind of difficult to travel the world and have the money to do that, and you didn't always know what you were getting into. And it's like the world itself that we lived in held so much imagination [00:06:00] that we didn't know what to do with it, and we were able to go and do these things and strive for these things and just let it all explode and experience it realistically. Now, you hit the 2000s, the '10s, the '20s, and we had technology hit. We had social media hit. And we had access to these places just expand, and now we have everything that we want in this world in the palm of our hand, you know, in front of our faces. We can see it. We can hear it. The only thing we can't do is tangibly touch it unless we actually go there. But with this greater access and faster time to this greater access, w- I feel like our imagination has gone [00:07:00] down. So now, here's where we come into tabletop role-playing and why this connects, right? So we have this big push for tabletop role-playing, other systems, the original D&D system, because that's all the imagination we really have left. Now, I know that's a big statement, and you can rip me apart for that later. But take a moment and think about that. We have everything we could ever want in the palm of our hands except for this world that we can create and never actually see. And now, this is where imagination is coming back, the tabletop role-playing is coming back, because we've already encountered everything else. So now we have to make up these [00:08:00] stories in our heads to create a boost in our brains to just get something else that our phones and our computers and our technology can't give us And that is a lot to take in and think about So with that happening, I know that was a bit of a long soapbox, but with all that happening, we have these people once again that are trying to share their imagination, but they want to be different than the original D&D. But different isn't bad and options aren't bad. So with that in mind, I challenge you to go try a different RPG than you are used to. Get out of [00:09:00] your comfort zone and just give it a try. Because with the world being in the palm of our hands, we have to be exploring different worlds. We have to try these different things because that is the only way that I think we have left to grow. So I know that is some interesting thoughts and I don't know if I'll ever actually post this video, but if I do, comment, like, subscribe, give me your thoughts below and we'll catch y'all next time.
August 23, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=M-H39bG14JM Transcription [00:00:00] Welcome back to the Eternity TTRPG channel, where I talk about different tabletop role-playing things in the universe, as well as the TTRPG that my husband and I are making and releasing products for. So this time, I want to continue, uh, the Crooked Moon series, talking about the different races, and I'm gonna cover two more. So this go around, I want to talk about two characters that are a bit creepier than what they usually look like or what you expect, right? Um, so the first one I'm gonna go on about is the Silkborn race. So the Silkborn, if you don't like spiders, is immediately creepy. However, um, the lore behind them is what makes me stop and think, "Are they really that creepy?" Okay, so the idea of the Silkborn in Crooked Moon is that they have a whole [00:01:00] underground cave system covered in webs, gemstones everywhere, and they harness their power from these gemstones, which I think is actually a really cool idea, 'cause you get to take this, you know, thing that is, in my opinion, kind of creepy and turn it into something beautiful. I think about, like, g- going on walks and seeing spiderwebs out on my walk, and I'm like, "Wow, the architecture of that is really cool." But imagining it in a cave system, it becomes just another world, right? So with that, I think when you would build a Silkborn race character, you'd really lean into their idea of what's beautiful, what's not, and how would that structure society around them, right? What would they worship? How would their family dynamic be? Because this idea of [00:02:00] this character is that they would just emerge from a cocoon, a web cocoon of sorts, right? And then they emerge, and here is this city built of just webs that is creating these nets going back and forth and these glowing crystals. And then you start to wonder, well, where would their social hierarchy be maybe, right? Is it based on the size of the spider or perhaps the color of the spider? Or if the spider has X number of gemstones or X number of eyes, how do they compare in the world to others? So then we start to wonder about different character concepts that you could go on with these, right? So let's say you have this spider race, the Silkborn, join your D&D party, and they are an architect in their normal underground city, and they come to a human city, and [00:03:00] they're just bored at looking at it, and it feels very sterile, and there's not much natural beauty. Could that be a storyline, right? Or could we talk about maybe the gems and why they're so important to their race, and perhaps the spider is just wanting to collect gemstones, um, to better harness them, right? And then the other perspective you could take is that the spider Silkborn is an alien of some kind, right? So they could be, of course, the we don't know if we want to accept them into our party, but they have this information. Maybe they aren't so evil, so let's try and, you know, use them or accept them and how does that go, right? So the Silkborn is definitely a very interesting idea on a race that I don't think we've seen before and some people could find [00:04:00] very interesting Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. Now, back to your video Switching gears, um, I'm gonna talk about the second race that I found, which is definitely a play on cute and creepy. Um , and that would be the threadborn. [00:05:00] So the threadborn, in what I'm finding, is this doll that is created, and they come to life. So I start to think of the classic Pinocchio, "I'm a real boy," and stuff like that, right? Because all Pinocchio wanted was to be a real boy and be living and, you know, work in the workshop and explore the world and all these different things and whatnot. So with that in mind, with the idea of the threadborn, I start to think of, of course, who created them and what are they gonna be like in this world now that they're created? Right? So this gives you a couple of different ideas for character concepts and where to go. The first one being, um, that, of course, as I mentioned, they're made not born. So what happens when the doll that's made outlives its creator? And [00:06:00] are they going to become super heartbroken and always on the search for this family that they lost? Um, and this could go into a whole thing of like, how long do threadborns actually live, and do they decompose after time? Because, you know, I think everything decomposes eventually, even if we don't expect it to. Um, so there's definitely that side of it, and do they meet younger generations of their creator, right, and make that their family? Um, another idea is that they're very helpful because if you're creating something like a doll, you're creating it for companionship, right? You're creating it to help you feel better about the world around you, that companionship, and with that companionship does come helpfulness. And perhaps the character concept is that they're too helpful. They're too willing to jump in. They're just [00:07:00] gonna go straight into battle without thinking because they know that's the thing that needs done. That's where we have to go. So that's definitely another side of it, the too helpful side. And then the other thing is that to some people, and I start to think of when I was younger, and every birthday up until I was eight, my grandmother got me a certain doll, and the doll was like a part of a set, and it was those porcelain dolls with the eyes that I swear would follow me, right? And I had a shelf of them to display them because that's what my parents wanted. I could not wait to take those things down because when you have those eyes following you in the dark, it's actually pretty creepy. Um, but that's the thing is dolls wouldn't know that they're creepy. They're just happy, smiling, eyes always open, watching you, and it becomes a whole question of this is normal for [00:08:00] them, but how does this translate to normal society? And it sounds like a bit of a nightmare to me, no matter how cute they are. So with that being said, I'm gonna wrap this up here. And what do you think? Would you rather play a spider or play a doll? And what kind of character concept would you go with? As always, like, comment, subscribe, and we will catch y'all next time. Thanks
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