Favorite Adventure Type?

What's your favorite adventure type?

  • Shoot first, ask questions never.

    Votes: 2 0.8%
  • Mostly combat, some roleplay.

    Votes: 45 18.8%
  • Perfect mix of combat and role-play.

    Votes: 151 63.2%
  • Mostly roleplay, some combat.

    Votes: 40 16.7%
  • The only dice rolls we need are for Diplomacy checks.

    Votes: 1 0.4%

I voted for the perfect mix of combat and roleplay, which I would define as 50/50. But I add the caveat that I don't necessarily want that ratio *in every session*. I play in a Champions campaign in which we generally do have a 50% combat to 50% roleplaying/PC upkeep ratio, and as the sessions go by I find that less and less entertaining. Variety is the spice of life! :D
 

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Depends on what you mean by roleplay. If it means sitting around, talking politics and rolling diplomacy checks, then I'll take option #1. Otherwise, 70/30 is about right, but without lame diplo rolls.
 

Role-playing all the way. In fact, for us, role-play spills over into most combats too. We also use lots of house rules to fill the gaps in d20 non-combat based adventures.

I should point out that most d20 adventures are designed for at least 50% combat; it's an inherent to the current rules published - which emphasize combat.
 

about 50/50, but like others here, that certainly doesn't mean I want it perfectly matched.

My groups (five of 'em, three game systems) love to go kick bad-guy's rears, but they have to be bad-guys they know and can hate. Dungeon Crawls tend to make a lot of "kill the thing that moves", while pureplay politics is a once-in-a-while fun thing.

Mostly, they roleplay in town and finding out about the bad guys, then pull out the armaments and start hunting.

It's a story, but one focused on rooting out the bad guys, violently and with prejudice.
 

I voted "perfect mix" like 63.85% of you did ( ;) ), but I would've voted differently if the poll read, "Mostly action, some roleplay."

Combat is not the only alternative to social interaction. Chases, sneaking around, crossing raging rivers, climbing tower walls, springing traps - as both a player and a GM, I love this aspect of the game.
 



I like a good mix, with combat featured heavily. My group is a little heavy with newer players, and to much RP or plot can leave them feeling left out, and setting up situations that focus on each has proved unsatisfying. I get really bored on mega dungeon crawls with session after sessionm being hack and map.

HeapThaumaturgist said:
We used a scrying device to totally end-run about the last 1/3 of the dungeon because we wanted to GET OUT OF THERE asap.
--fje

Our groups ending to several large published dungeons included,
the volcano setting errupting, and ending the threat to the world.
Using summoned badgers to tunnel around several encounters, finally using the Moaning diamond and several earthquake spells to destroy a hanging stalagtight temple - both possible because the DM and majority of the group had gotten bored by many games of only fighting.
 

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