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General Tabletop Discussion
*Dungeons & Dragons
Do you have any social encounter only (or combat-light) D&D adventure recommendations?
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<blockquote data-quote="DND_Reborn" data-source="post: 8155456" data-attributes="member: 6987520"><p>Oddly enough, I have been running Frostmaiden and find it (so far) to be very much social encounters and such during our time in Ten-Towns. There is a lot of NPC interaction, trying to figure out just what is going on with a particular mini-adventure, and decision making by the players.</p><p></p><p>Now, a lot of those social interactions are designed towards moving the adventure along, and I like to ad lib a lot with the personalities the PCs meet, but until you get "on the current quest" there is hardly no combat at all. Once you are trying to help out the town or whatever, it is more combat-focused, but to me it is a nice blend really. I took one element and the players decided to expand it on their own:</p><p></p><p>[SPOILER]</p><p>Near Good Mead, in the giant's lair you discover the remains of a dead dwarf. Having knowledge of Icewind Dale from the novels, when the players decided to return the remains of the dwarf to his people, I was able to have them go to the dwarven valley and I made up a lot of NPC dwarves for them to meet (on the fly). In gratitude for returning their fallen kin, a dwarf priest lifted a curse that was afflicting one of the PCs who could not benefit from a long rest--which meant no recovery of exhaustion and he had 5 levels already!</p><p></p><p>It took about half the session, but other than a couple checks was all social encounter role-play. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> [/SPOILER]</p><p></p><p>I think the issue with most D&D games is they are not city-centric. You need a community of non-combatants in some form to have social encounters with. IME towns are launching points for most adventures, or almost like dungeons themselves with predetermined encounters (many of which can lead to combat) with things like: go to the thieves' guild, search the catacombs or sewers, break into the castle, etc.</p><p></p><p>Finally, you need player buy-in. The players have to want to explore, interact, and meet with the community.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8155456, member: 6987520"] Oddly enough, I have been running Frostmaiden and find it (so far) to be very much social encounters and such during our time in Ten-Towns. There is a lot of NPC interaction, trying to figure out just what is going on with a particular mini-adventure, and decision making by the players. Now, a lot of those social interactions are designed towards moving the adventure along, and I like to ad lib a lot with the personalities the PCs meet, but until you get "on the current quest" there is hardly no combat at all. Once you are trying to help out the town or whatever, it is more combat-focused, but to me it is a nice blend really. I took one element and the players decided to expand it on their own: [SPOILER] Near Good Mead, in the giant's lair you discover the remains of a dead dwarf. Having knowledge of Icewind Dale from the novels, when the players decided to return the remains of the dwarf to his people, I was able to have them go to the dwarven valley and I made up a lot of NPC dwarves for them to meet (on the fly). In gratitude for returning their fallen kin, a dwarf priest lifted a curse that was afflicting one of the PCs who could not benefit from a long rest--which meant no recovery of exhaustion and he had 5 levels already! It took about half the session, but other than a couple checks was all social encounter role-play. :) [/SPOILER] I think the issue with most D&D games is they are not city-centric. You need a community of non-combatants in some form to have social encounters with. IME towns are launching points for most adventures, or almost like dungeons themselves with predetermined encounters (many of which can lead to combat) with things like: go to the thieves' guild, search the catacombs or sewers, break into the castle, etc. Finally, you need player buy-in. The players have to want to explore, interact, and meet with the community. [/QUOTE]
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General Tabletop Discussion
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Do you have any social encounter only (or combat-light) D&D adventure recommendations?
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