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Non combat climactic challenges
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<blockquote data-quote="takyris" data-source="post: 1559822" data-attributes="member: 5171"><p>Psion, quick question to clarify -- are you looking for:</p><p></p><p>a) Non-combat climaxes that still have a lot of physical danger (aka, escape from the volcano)?</p><p>b) Non-combat climaxes that still have a lot of dice rolling (aka, handle the delegatio properly, rig (or un-rig) the election)?</p><p>c) Non-combat climaxes that are purely roleplayed (ie, no dice)?</p><p></p><p>From the (a) side, some good comments already, and I'd add stuff like coach-chases as well, with some precious cargo (a kid, a fragile gemstone, etc) that has to be rescued before the coach goes off a cliff and explodes (you know, just because it would, even if it had nothing flammable in it at all). You can also have interesting times with situations where, right after the heroes have turned off the big mind-control whatsit, you've got a lot of confused and scared former drones in precarious situations with no memory of how they got there, and a lot of rescue potential.</p><p></p><p>From the (b) side, I've found that having bad guys accept arrest peacefully is a great way to scare the pants off the characters. And then having the characters have to prove the bad guys' guilt.</p><p></p><p>Also, if your PCs have the skillset for it, helping arrange the perfect romantic encounter can be beautiful as the climax to an adventure.</p><p></p><p>"Okay, she just mentioned chocolate. Sorcerer, we need a minor creation, stat! Rogue, any word on that ring? Look, I'm sure the duke isn't paying attention. Move in and sleight-away! Bard, they're heading over the bridge right now -- would it <strong>kill</strong> you to have quiet background music with a tiny suggestion of falling in love? Druid, they'll be at the lovely wooded clearing in about two minutes. Get those deer ready to move!"</p><p></p><p>Not sure about (c). I'm sure it could work in theory, but the few times it's happened in one of my games, it's ended up feeling like an end-movie rather than a climax in which the PCs had any power over what happened.</p></blockquote><p></p>
[QUOTE="takyris, post: 1559822, member: 5171"] Psion, quick question to clarify -- are you looking for: a) Non-combat climaxes that still have a lot of physical danger (aka, escape from the volcano)? b) Non-combat climaxes that still have a lot of dice rolling (aka, handle the delegatio properly, rig (or un-rig) the election)? c) Non-combat climaxes that are purely roleplayed (ie, no dice)? From the (a) side, some good comments already, and I'd add stuff like coach-chases as well, with some precious cargo (a kid, a fragile gemstone, etc) that has to be rescued before the coach goes off a cliff and explodes (you know, just because it would, even if it had nothing flammable in it at all). You can also have interesting times with situations where, right after the heroes have turned off the big mind-control whatsit, you've got a lot of confused and scared former drones in precarious situations with no memory of how they got there, and a lot of rescue potential. From the (b) side, I've found that having bad guys accept arrest peacefully is a great way to scare the pants off the characters. And then having the characters have to prove the bad guys' guilt. Also, if your PCs have the skillset for it, helping arrange the perfect romantic encounter can be beautiful as the climax to an adventure. "Okay, she just mentioned chocolate. Sorcerer, we need a minor creation, stat! Rogue, any word on that ring? Look, I'm sure the duke isn't paying attention. Move in and sleight-away! Bard, they're heading over the bridge right now -- would it [b]kill[/b] you to have quiet background music with a tiny suggestion of falling in love? Druid, they'll be at the lovely wooded clearing in about two minutes. Get those deer ready to move!" Not sure about (c). I'm sure it could work in theory, but the few times it's happened in one of my games, it's ended up feeling like an end-movie rather than a climax in which the PCs had any power over what happened. [/QUOTE]
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