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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="HammerMan" data-source="post: 8450298" data-attributes="member: 84112"><p>it looks like one person (normally the one that wants to play the charismatic one or the one that wants to play the intelligent one) decides to talk to one person. </p><p>From there others start throwing in ideas. The DM pulls stuff out his butt and makes those people have 'real' lives with good and bad things happening. In a town one player latches on to one (or best case more then one) thing the DM said in passing and that leads the group around talking to more people.</p><p>In a dungeon or adventure sight the DM has to quickly pivot if he wants this to work (like super improv because if you plan it every time you will have spent days and days planning for nothing because the PCs wont always care, although some generic pre thought helps) he has to come up with WHY things are happening...</p><p> Example: There are goblins attacking farms the PCs go to stop them... 7 out of 10 times it equals some form of roll initiative kill them take there stuff... 2 out of 10 times there is a bit more going on, but that 1 out of 10 when a player asks (and I find the newer the player the more likely they are too ask) WHY, why are the goblins a problem, what is the raids for... Now the DM can have them just be evil for evils sake, but if he thinks quick then there IS a reason, and like in town when you drop a normal person with normal problems, the PCs can choose to help end the problem... Example continued: the goblins used to have a mushroom farm underground, but the kobolds made an alliance with a baby dragon and now they have encroached on them... now PCs can still choose to end this problem with violence (lets be honest this is D&D with rare exceptions that is what they are best at) However when they find the kobolds they can talk to them too...</p><p></p><p>in the above example (although truncated) I was a PC warlord. we negotiated a peace between the town, the goblins and the kobolds trading goods and haveing a defense agreement... and the goblin shaman and kobold sororcer ended up working with the town and the baby adamantine dragon to create magical defenses... months later when we were back there because of a necromancer who was building flesh golem/mongral men super orcs the town was our best defense point... our PC (I want to say druid but maybe nature priest) ended up retireing to that town 2 years later to make it the beginning of a new kingdom.</p></blockquote><p></p>
[QUOTE="HammerMan, post: 8450298, member: 84112"] it looks like one person (normally the one that wants to play the charismatic one or the one that wants to play the intelligent one) decides to talk to one person. From there others start throwing in ideas. The DM pulls stuff out his butt and makes those people have 'real' lives with good and bad things happening. In a town one player latches on to one (or best case more then one) thing the DM said in passing and that leads the group around talking to more people. In a dungeon or adventure sight the DM has to quickly pivot if he wants this to work (like super improv because if you plan it every time you will have spent days and days planning for nothing because the PCs wont always care, although some generic pre thought helps) he has to come up with WHY things are happening... Example: There are goblins attacking farms the PCs go to stop them... 7 out of 10 times it equals some form of roll initiative kill them take there stuff... 2 out of 10 times there is a bit more going on, but that 1 out of 10 when a player asks (and I find the newer the player the more likely they are too ask) WHY, why are the goblins a problem, what is the raids for... Now the DM can have them just be evil for evils sake, but if he thinks quick then there IS a reason, and like in town when you drop a normal person with normal problems, the PCs can choose to help end the problem... Example continued: the goblins used to have a mushroom farm underground, but the kobolds made an alliance with a baby dragon and now they have encroached on them... now PCs can still choose to end this problem with violence (lets be honest this is D&D with rare exceptions that is what they are best at) However when they find the kobolds they can talk to them too... in the above example (although truncated) I was a PC warlord. we negotiated a peace between the town, the goblins and the kobolds trading goods and haveing a defense agreement... and the goblin shaman and kobold sororcer ended up working with the town and the baby adamantine dragon to create magical defenses... months later when we were back there because of a necromancer who was building flesh golem/mongral men super orcs the town was our best defense point... our PC (I want to say druid but maybe nature priest) ended up retireing to that town 2 years later to make it the beginning of a new kingdom. [/QUOTE]
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