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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="Fanaelialae" data-source="post: 8448052" data-attributes="member: 53980"><p>That'll vary from group to group (really, person to person).</p><p></p><p>For example, I enjoy deep and tantalizing mysteries. Not in the whodunnit sense, but rather making a discovery about the game world that has intriguing implications, and then digging around to discover every clue about that detail, in order to make fully-formed sense of it.</p><p></p><p>In one campaign, we discovered a Stonehenge-like structure in a desolate corner of the setting. We worked out that it had been built by a titan, and that the stone columns could be raised and lowered, creating different harmonics in the ever present wind. After a lot of experimentation, we figured out the basics of its operation, which opened a hidden chamber that contained a friendly, immortal being created by the titan (he was created to be the template for beings meant to replace humanity), and discovered that the structure was essentially a titan supercomputer. We learned a lot from this being and were even given the choice to become like him. The discovery was profound, and significantly altered the course of the campaign. This occupied most of a long session (around 7 hours), during which there was no combat but we all had a fantastic time!</p><p></p><p>So, at least for me, one of the things that works best is for the DM to bury some deeply rooted mysteries in their game world for me to discover and dig up. But I've played with people who'd be bored in a session focused on that, so the real answer is that it varies, person to person and group to group.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8448052, member: 53980"] That'll vary from group to group (really, person to person). For example, I enjoy deep and tantalizing mysteries. Not in the whodunnit sense, but rather making a discovery about the game world that has intriguing implications, and then digging around to discover every clue about that detail, in order to make fully-formed sense of it. In one campaign, we discovered a Stonehenge-like structure in a desolate corner of the setting. We worked out that it had been built by a titan, and that the stone columns could be raised and lowered, creating different harmonics in the ever present wind. After a lot of experimentation, we figured out the basics of its operation, which opened a hidden chamber that contained a friendly, immortal being created by the titan (he was created to be the template for beings meant to replace humanity), and discovered that the structure was essentially a titan supercomputer. We learned a lot from this being and were even given the choice to become like him. The discovery was profound, and significantly altered the course of the campaign. This occupied most of a long session (around 7 hours), during which there was no combat but we all had a fantastic time! So, at least for me, one of the things that works best is for the DM to bury some deeply rooted mysteries in their game world for me to discover and dig up. But I've played with people who'd be bored in a session focused on that, so the real answer is that it varies, person to person and group to group. [/QUOTE]
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[+] How can 5e best handle role playing outside of combat?
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