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Combatless sessions
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<blockquote data-quote="KidSnide" data-source="post: 5609459" data-attributes="member: 54710"><p>I think there are two keys to a good non-combat session. </p><p></p><p><strong>1) The PCs have to be working towards or accomplishing goals.</strong></p><p>Those goals can be player-generated or they can be part of a larger plot, but the players should feel as if they are accomplishing something with the time they spend gaming. Speaking for myself, I can be happy going many sessions in a row without combat so long as we're accomplishing something as a group. A non-combat session isn't there to waste time with nothing more than improv characterization. It's there to learn vital clues, advance important relationships and persuade NPCs (by means fair or foul) to do what you want. </p><p></p><p><strong>2) Everyone needs to be involved.</strong></p><p>Combat has the virtue of giving everyone a regular turn to participate. If you give up that structure, you need to make sure that every player has a chance to have fun. That's not to say that some goals can't be personal to a single character. But, if you're going to spend a session on one player, the GM either needs to design the focus player's session to involve the other players or that story needs to be so interesting that the other players will enjoy it as theater. (Either one is difficult to accomplish, which is probably one of the reasons so many players prefer a combat oriented game.)</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5609459, member: 54710"] I think there are two keys to a good non-combat session. [b]1) The PCs have to be working towards or accomplishing goals.[/b] Those goals can be player-generated or they can be part of a larger plot, but the players should feel as if they are accomplishing something with the time they spend gaming. Speaking for myself, I can be happy going many sessions in a row without combat so long as we're accomplishing something as a group. A non-combat session isn't there to waste time with nothing more than improv characterization. It's there to learn vital clues, advance important relationships and persuade NPCs (by means fair or foul) to do what you want. [b]2) Everyone needs to be involved.[/b] Combat has the virtue of giving everyone a regular turn to participate. If you give up that structure, you need to make sure that every player has a chance to have fun. That's not to say that some goals can't be personal to a single character. But, if you're going to spend a session on one player, the GM either needs to design the focus player's session to involve the other players or that story needs to be so interesting that the other players will enjoy it as theater. (Either one is difficult to accomplish, which is probably one of the reasons so many players prefer a combat oriented game.) -KS [/QUOTE]
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