
How to Handle a DnD TPK (Total Party Kill)
As an Amazon Associate I earn from qualifying purchases.
When it comes to Dungeons & Dragons, a Total Party Kill (often referred to as a “TPK”) is one of the most dramatic possible outcomes during a game. It’s a scenario that every Dungeon Master and player hopes they never have to face, yet can happen at almost any level, in any adventure, to any character, in any campaign setting. The end result, however, is always the same: The player characters are dead and the group is left asking “What now?”
Handling a TPK in DnD, however, is possible and can even be a fun and memorable experirence. It just requires a bit of storytelling, communication and planning. In this article we offer in-depth advice for both DMs and players on navigating the aftermath of a total party kill. The advice we present is based on numerous discussions with the TTRPG community, as well as our own experiences from running DnD over the past 30 years. So get ready to turn over a new character sheet as we look at how to turn a TPK from a catastrophic ending into the beginning of a new adventure.

What is a TPK (Total Party Kill)?
In DnD and other tabletop role-playing games, a “TPK” (or Total Party Kill) refers to the situation in which all player characters in a campaign die and there aren’t any other active characters available to revive them. It’s a rare, often unwanted event that can significantly impact the narrative and requires collaboration between both the Dungeon Master and players in order to decide how to move forward.
While there are many different reasons why a TPK might happen, it’s usually the result of overly challenging encounters, poor player decisions or unlucky dice rolls. In terms of play, a TPK can be extremely disruptive, with players having to either create new characters or find ways to review their fallen heroes. This can have significant consequences, both mechanically and in terms of the larger campaign narrative.
It’s important to note that in the early days of Dungeon & Dragons, TPKs were relatively common and were indeed, even expected in adventures, such as Gary Gygax’s infamous 1978 Tomb of Horrors module. In the current DnD 5e rules, however, TPKs are less common, as characters tend to be more powerful and narrative-focused. That being said, they can still happen. Being prepared for a TPK as both a player and DM can turn what might be seen as a “game over” into a situation that can be fun and even rewarding for the entire group.

TPK Advice for Dungeon Masters
For DMs, a TPK is a difficult situation to navigate. The way you handle it can influence your group’s enjoyment of both current and future games you might run. With that in mind, below are a few strategies and consideration if you’re a DM dealing with a total party kill:
- Set Expectations & Foreshadow Danger: The best time to handle a TPK is before it ever happens. In Session Zero or early on in you campaign, be sure to communicate the game’s tone and lethality to your players. Let the players know that character death, or even a TPK, is a very real possibility. During play, you can also drop hints that an encounter might be particularly dangerous (“The ground in the tomb is strewn with the bones of past adventurers…”). This foreshadowing gives players a chance to think carefully, possibly avoiding a fight or getting better prepared for the challenge. It can help ensure that if a TPK does occur, it won’t feel completely unfair or out of nowhere.
- Balance Challenge vs. Overkill: As the DM, you’re responsible for creating fun and balanced encounters. The new 2024 Dungeon Master’s Guide provides clear guidelines on how to do just this, letting you scale encounters by difficulty and Challenge Rating. Use those tools as much as you can, but also apply judgment: consider the party’s resources, experience and current situation. If you notice a battle is tipping toward a possible TPK, it’s okay to adjust on the fly in subtle ways. Perhaps an enemy boss makes a tactical error or minions focus on objectives other than killing players outright. It’s important to remain fair and consistent. Your players should feel the threat is real but not that you’re out to get them.

- Pivot to Defeat Rather than Death: Losing a battle doesn’t always have to mean character death. Instead, think about other options that occur in the wake of a defeat. A vampire lord, for example, might drain and turn an unconscious player into a vampire. A band of thieves might capture the players instead of executing them. This approach turns a potential TPK into a new plot twist. In fact, many published adventures include notes for DMs on non-lethal consequences when players lose a fight. When designing encounters, always think about what might happen if the players lose the battle. This can help turn a potential TPK into a setback that opens up new gameplay possibilities.
- Leverage the Story & Setting: When a true TPK is unavoidable, you can sometimes use the broader story or setting to your advantage and launch a whole new narrative. For example, if the heroes died trying to stop a cult from summoning a demon lord, perhaps they’re resurrected years later by a god to fight against the demons that have now taken over the world. Conversely, perhaps a new group of characters is created to avenge the deaths of the PCs, thus linking the two parties together. Avoid “it was all just a dream” solutions or rewinding time, as these can often feel cheap and unearned. Think about what makes sense in the larger game world. In DnD, death is often just the beginning.

- Consider a Break if Needed: Sometimes the best immediate response to a TPK is to take a short break. You might want to end the session a bit early or use the remaining time to casually talk it through. This gives everyone space to process what happened. As a DM, you’ll probably also need a little time to adjust your plans, since a TPK likely means you have to deviate from the campaign narrative. Give the group a breather to prepare for whatever comes next. Even a one-week pause or a light-hearted one-shot game in the interim can help clear any hard feelings and rebuild excitement for the campaign’s continuation.
- Maintain the Right Tone: How you describe and frame the TPK matters. If it happens, handle it narratively with respect to the story and players’ feelings. In the moment of a TPK, you might describe the final hero’s downfall in a cinematic way, giving a sense of epic consequence. Afterward, keep the tone collaborative. Avoid joking at the players’ expense (unless you know your group appreciates dark humor in such times). A touch of empathy goes a long way: acknowledge that losing beloved characters is tough. By setting a tone of respect, you’ll help your group view the TPK as an epic chapter in your campaign’s saga rather than a personal failure.

- Give Players Agency in the Aftermath: After a TPK, pause and talk to your group out-of-game. This conversation is crucial. Ask your players how they’d like to proceed. Some groups prefer to treat a TPK as the definitive end of that storyline. They might be excited to roll up brand new characters and start a fresh adventure (perhaps in a different region or a whole new campaign setting). Other groups might be very invested in the ongoing story and prefer to find an in-fiction way to continue the narrative. In the latter case, brainstorm together: perhaps an NPC cleric tries to resurrect the team (prompting a side-quest for missing components of a resurrection spell), or the next session is a special one-shot in the afterlife where the party bargains with a god of death for a second chance. By involving players in this decision, you ensure the solution fits your group.
- Debrief and Learn: A TPK can be a learning experience for everyone, including you as the Dungeon Master. After the session, do a debrief. Examine what led to the TPK: Was the encounter far tougher than you anticipated? Did the dice roll exceptionally badly for the players? Did the party make tactical mistakes or overlook warnings? This isn’t about blaming anyone, but about learning. If the TPK resulted from your miscalculation, think about how you might approach the encounter differently. On the other hand, if the players took an ill-advised risk (like charging the dragon when they were warned of its might), a TPK can be an expensive but effective teacher about cautious play. Either way, take those lessons forward to improve as a DM.

TPK Advice for Players
From the players’ side of the table, experiencing a TPK can be heartbreaking and shocking. After all, you’ve grown attached to your characters and the story, both of which now suddenly seem to be over.A TPK, however, doesn’t have to be the end of your campaign. Here’s how as a player you can constructively handle a TPK situation:
- Stay Calm and Support Each Other: It’s natural to feel upset when your entire party is wiped out. You might be frustrated at the situation, the dice or even the Dungeon Master. Take a deep breath. Remember that DnD is a cooperative game and everyone—including the DM—likely feels a bit of disappointment at this outcome. Instead of yelling or casting blame, support your fellow players. Often a TPK affects some players more deeply than others (especially if someone’s character had a long backstory or personal investment in the campaign’s plot). Acknowledge that loss and be supportive. Sticking together emotionally will help you bounce back together.
- Avoid the Blame Game: In the aftermath, try not to turn on each other or the DM. It’s easy to second-guess decisions (“If only we had run away!” or “Why didn’t you heal me earlier?”) or criticize the DM’s choices (“That encounter was unwinnable!”). These reactions are common, but dwelling on them can sour the mood and even hurt friendships. Instead, focus on the facts and lessons rather than blame. Often, you’ll find no single person is at fault for a TPK. Instead, it’s usually a combination of factors or even just plain bad luck. By resisting blame, you can keep the atmosphere constructive and forward-looking.

- Embrace the Narrative: Although it’s sad to lose your characters, try to see the TPK as an epic story twist. In literature and film, sometimes the heroes fall (think movies like Braveheart, Gladiator, V for Vendatta or 300). Those types of tragedies can be powerful narrative tools. Discuss with your group what the TPK means in the story. Maybe your characters’ sacrifice wasn’t in vain and they wounded the villain enough that the next heroes have a fighting chance. Or perhaps the legend of your deaths inspires others in the world to take up your cause. By reframing the TPK as an outcome of the narrative rather than just a loss in a game, it can feel significantly more satisfying. You may even ask your DM to let you roleplay your final moments, with an epic monologue or a final heroic sacrifice against unbeatable odds.
- Talk About What’s Next: Once the dust settles, talk with your DM and fellow players about how you’d like to proceed. Each player might have a different idea, so it’s important to align expectations. Do you want to create new characters and continue the campaign’s storyline or would you rather start a brand-new adventure unrelated to the past one? Some players become very attached to a world or plot and would enjoy staying in the same setting, even if their original characters are gone. Others feel it’s better to start fresh to avoid living in the shadow of the lost party. Let your DM know if you have a strong preference. Good DMs will be open to input here, because ultimately the goal is to keep everyone engaged and having fun.

- Link New Characters to the Campaign: Creating a new character can actually be one of the silver linings of a TPK. This is your chance to try a different class or a totally different personality than your last hero. If the campaign is continuing in the same world, you can design your new character with connections to the old party’s legacy. For example, your new rogue might revere the fallen heroes and seek to complete their mission, or a cleric might have been sent by the temple after hearing of the party’s fate. These ties can make the transition smoother and emotionally rewarding. Ultimately, it makes the old characters matter, with new heroes born out of the ashes of the previous campaign.
- Learn From the Experience: Just as a DM should learn from a TPK, so can you as a player. Take a moment to reflect on the key moments that led to your party’s downfall. Were there warning signs the group ignored? Did you charge ahead when low on resources? Was there a strategic option like retreat or diplomacy that you overlooked? It’s not about beating yourself up, but about improving your gameplay. DnD is a game of both luck and choices. You can’t control the dice, but you can often control your decisions. Remember that many experienced players have at least one TPK in their history. Treat the TPK as a lesson that might just save your next character’s life.

- Ensure Everyone is Okay Out-of-Game: DnD is just a game of make believe, but it can evoke real emotions. After a TPK, check in with your friends. If someone is taking it very hard (perhaps their character was particularly important to them), be supportive. Sometimes just listening to them talk about what that character meant to them or the disappointment they feel can help them process it. It’s also perfectly fine if a player needs a short break or even a week off or two to reinvigorate their excitement. As a group of friends (or even just gaming acquaintances), showing empathy will strengthen your table’s camaraderie and keep the game fun.
- Plan Ahead to Avoid Future Wipes: While you never have complete control, you can take proactive steps in the next leg of the campaign to avoid another total wipe-out. This might mean making sure the party has better balance or resources. If your last group lacked healing or defensive capabilities, for example, consider that in the new party makeup. If overconfidence was an issue, the new characters might be role-played as more cautious or tactical. You can also talk with your DM about dialling down the challenge level if you felt it was consistently too lethal. Treat the TPK as a reason to play smarter, without losing the action, creativity and risk that makes DnD so fun.

Final Thoughts
A Total Party Kill can be a brutal experience in Dungeons & Dragons, but it doesn’t have to mean the end of your campaign. Instead, both Dungeon Masters and players have the power to turn a TPK into a memorable and even fun experience. By approaching the situation with open communication, flexibility and a bit of creative storytelling, your group can emerge from a TPK with renewed energy and focus. In fact, countless legendary DnD campaigns have featured TPKs, with players bouncing back from the disaster. By handling a potential TPK with care and creativity, you’ll have an epic story to tell, with the end of one party’s tale becoming the start of another.
More D&D Rules Coverage
For more from the world of Wizards of the Coast, visit our D&D Rules page.
Subscribe to D&D Fanatics
Get exclusive D&D news, reviews and rules updates delivered right to your inbox.
