I'm Amazed...A Bit of Showing Off

I ran a game like this. My players loved it. I got the impression that they didnt' want to do that every session, but they all had a good time.
 

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Sir Whiskers said:
Yeah, I remember one session in my last campaign where the characters got caught up roleplaying a couple errands and never got into combat. By the end of the session, a couple of the players looked like they were having serious nicotine fits. I saw it as a good break from the previous couple sessions, which were combat-heavy, but one session with no combat was the group's limit. Oh well.. :)

I wasn't THAT bad, was I? Geez! OK. It was pretty bad. Can we kill something again sometime soon? :D
 

Yeah, it is often fun to run adventures without any combat. Some of my recent ones have been that. I'm now ready for some fight!

One way that you can have a combatless session is to do a murder myster(especially at low levels without the divination spells getting in the way)..make the murder a commoner and once the players find out who the murder was go and basically arrest him.
 

I don't plan combatless sessions. They just happen. The guys I play with tend to treat combat in a very pragmatic way: it's ultimately a big and dangerous waste of resources.

They'll fight for revenge, fight for necessity, and fight for loot, but in most D&D combats you've never seen the foe before, you could complete the adventure without killing him, and he has worse equipment than yours anyway. Sometimes entire sessions go by in which they'll just sneak past guards, or bribe them, or not even go to the actual place, gathering information in town instead.
 


Djeta Thernadier said:
One of the best sessions my group ever had, we had no combat.

Bah. That's not a session; that's an 'interlude'.

A real session begins with initiative, and ends with XP.

Rowr.

-Hyp.
 

when that happens and even the combat-oriented player is happy and having fun; then and only then will you get your honorary D.M.

otherwise, knowing he likes combat, you're leaving him out.
 

I've never really been able to run a game that didn't have a lot of combat. My players sort of have to be led by a string to do anything, it seems, which is rather annoying, and it's rather hard to get them to initiate any conversation...
 

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