TBH I worry that if they know I'm planning a TPK, they won't invest into the first party at all.
However, after reading your explanations, I don't think you will "destroy" the game, and as a narrative tool, it can bring in some cool elements. I have the following advice for the "final" battle:
1. Put a limitation to the number of rounds (I would say around 3 should probably be enough). After that, simply narrate what happens. Since they are low level, chances are that's about how long the combat will take anyway, but combat can get repetitive, and since you already have decided the outcome, it might not be that exciting after a few rounds. Especially when the players understand there are no way out, you should just stop. I can guarantee you that NO players will think it is fun to continue playing as soon as they understand it's only a question of time before they die. They will try with things like: "is there a way I can get away? I look for a place to hide!" etc. Your plan is to just deny them all such possibilities, and when they "understand" that, continue to roll dice to see how long you can manage, usually stop being fun.
2. I would consider "cutting to black" BEFORE everyone has died. Play a couple of rounds of desperate combat. Then, let them hear even MORE enemies close in, the just say "and there we leave them". I think you will have a lot more suspense when you start up with the "new" party if they actually don't know exactly what happened to the "first" party. That way it will actually be exciting to go investigating and learn what happened.
3. Be careful with the "auto-spawning". If you give your players the feeling there are an endless horde of goblins there, they might become quite reluctant to go investigating. What do the new party have that'll make them able to succeed where the last part failed. Just having you as a DM on their side this time isn't a very good answer.
this is the kind of information I was looking for. The advice about playing through impossible, frustrating rounds and cutting it short conveys the right message I’m looking for without dragging on the battle. In this case, I will probably set an XP floor that they are guaranteed for that encounter when they lose.
ive already communicated to them that they are losing these characters very early on and don’t feel that I need to communicate more than that. These guys are my best friends, they know me and know that I will run a fair but challenging campaign. As I said before, I’m not a sadist and have no intention of railroading them through the game. In this case I have a very specific goal in mind with a start and a finish.
Until I am confident enough to home brew some things, I will be strictly playing through established stories and adventures. This is the only deviation to that play style.
i appreciate the advice and recommendations. It’s given me a lot to consider and think about.
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this is the kind of information I was looking for. The advice about playing through impossible, frustrating rounds and cutting it short conveys the right message I’m looking for without dragging on the battle. In this case, I will probably set an XP floor that they are guaranteed for that encounter when they lose.
ive already communicated to them that they are losing these characters very early on and don’t feel that I need to communicate more than that. These guys are my best friends, they know me and know that I will run a fair but challenging campaign. As I said before, I’m not a sadist and have no intention of railroading them through the game. In this case I have a very specific goal in mind with a start and a finish.
Until I am confident enough to home brew some things, I will be strictly playing through established stories and adventures. This is the only deviation to that play style.
i appreciate the advice and recommendations. It’s given me a lot to consider and think about.