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101 Non-Combat Adventures?
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<blockquote data-quote="snak" data-source="post: 938784" data-attributes="member: 2474"><p>Try developing scenarios that aren't non-combat, but where combat won't achieve the pc's goal(s).</p><p></p><p>1. Seduce adversary to get access to their mcguffin (secret code, hall pass, lucky charms, etc...) This could include various activities ranging from gambling, witty banter, bicycle riding, perform checks. Researching the targets backgound or just what interests the target. If combat/intimidation occurs target calls for help, fights, takes cyanide pill and pc's loose.</p><p></p><p>2. Pc's are sent as emmisaries to broker a deal or peace. This could include combat (i.e. go wack Tony three legs as a gesture of good faith) or the pc's act as moderator. Again diplomacy and investigative skills come in handy.</p><p></p><p>3. Pc's are assigned a VIP to protect and "show a good time." It could go the combat route, especially if the VIP is a drunken loud mouth. It could play out more like the secret service. They research possible threats and if something goes down they take their package and run, they don't stick around to see what's up.</p><p></p><p>4. Pc's need to steal 10 specific cars in one hour.</p><p></p><p>I'm not really making these class specific because in my games the really mind blowing stuff usually happens when the Tough guy has to finesse his way out of a situation and the geek has his hand on the glock. </p><p></p><p>The most important this as the GM is to keep the pacing up and go back and forth between groups. Even if you end up giving one group 'busy work' red hering stuff, don't let on that it is filler to keep them occupied.</p></blockquote><p></p>
[QUOTE="snak, post: 938784, member: 2474"] Try developing scenarios that aren't non-combat, but where combat won't achieve the pc's goal(s). 1. Seduce adversary to get access to their mcguffin (secret code, hall pass, lucky charms, etc...) This could include various activities ranging from gambling, witty banter, bicycle riding, perform checks. Researching the targets backgound or just what interests the target. If combat/intimidation occurs target calls for help, fights, takes cyanide pill and pc's loose. 2. Pc's are sent as emmisaries to broker a deal or peace. This could include combat (i.e. go wack Tony three legs as a gesture of good faith) or the pc's act as moderator. Again diplomacy and investigative skills come in handy. 3. Pc's are assigned a VIP to protect and "show a good time." It could go the combat route, especially if the VIP is a drunken loud mouth. It could play out more like the secret service. They research possible threats and if something goes down they take their package and run, they don't stick around to see what's up. 4. Pc's need to steal 10 specific cars in one hour. I'm not really making these class specific because in my games the really mind blowing stuff usually happens when the Tough guy has to finesse his way out of a situation and the geek has his hand on the glock. The most important this as the GM is to keep the pacing up and go back and forth between groups. Even if you end up giving one group 'busy work' red hering stuff, don't let on that it is filler to keep them occupied. [/QUOTE]
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