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<blockquote data-quote="Blackbrrd" data-source="post: 6233820" data-attributes="member: 63962"><p>Reading through this thread: <a href="http://www.enworld.org/forum/showthread.php?350039-L-amp-L-December-16th-Can-you-feel-it/page4" target="_blank">http://www.enworld.org/forum/showthread.php?350039-L-amp-L-December-16th-Can-you-feel-it/page4</a> really made me think of how my scenes were resolved.</p><p></p><p><strong>Scene one:</strong> decrepit manor house. The players slog through most of the encounter before realizing they might not need to finish of the two last ghosts that actually are just defenders of the manor and maybe even related to one of the characters. </p><p></p><p><strong>Scene two:</strong> the knights house at Redwood. No combat what so ever, but probably two hours of role-playing, with each player using their characters strong sides, interacting with the scene and the other players. Discovering the clues to what's happening.</p><p></p><p><strong>Scene three:</strong> camp by the river. The PC's scout the area, the druid gets noticed, but in wolf-shape, one sentry stabbed to death by the Rogue. The players throwing caution to the wind, gets spotted after getting relevant info. Two of the characters bluff their way out of trouble. Some combat, but not really important.</p><p></p><p><strong>Scene four: </strong>ambush of messenger. This is basically a player introduced scene, with some very fast combat as the messenger is clobbered, bound and healed up, and then interrogated, bargained with and finally made a deal with.</p><p></p><p><strong>Scene five:</strong> confrontation on the road to Fallcrest. A big ugly fight, with the knight or Redwood dying early on, removing all cohesion among the rest of the foes. They try to split and get hunted down, or in one case turns after some nice intimidate/diplomacy.</p><p></p><p>The thing I find really interesting here is that none of the fights ended with the PC's killing all opponents. I am really happy with the players not trying to just attack the river camp, and instead went for a role-playing heavy solution. Instead of thinking that combat is the way it's meant to be resolved, they ended up scouting and bluffing instead.</p><p></p><p>Just two of the five scenes had combat as a major motif. Stealth, Percetion, Intimidation, Diplomacy, Bluff, Religion and History were all important skills that affected the outcome of the events. </p><p></p><p>That one of the players reacted to my knight cursing the PC's, calling them false by showing of his own crest of arms, defying him and saying he was the imposter made it much easier for me to go along with the intimidate/diplomacy to end the fight with one extra ally.</p><p></p><p>Even more importantly for me, the clue discovery happened mostly through role-playing, not dice rolling. The players built upon the clues I gave out freely to get the rest of the clues there were to find. It was very easy for me to wing it when the players initiated role-playing because they gave me plenty of inspiration for what was going to happen.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6233820, member: 63962"] Reading through this thread: [URL]http://www.enworld.org/forum/showthread.php?350039-L-amp-L-December-16th-Can-you-feel-it/page4[/URL] really made me think of how my scenes were resolved. [B]Scene one:[/B] decrepit manor house. The players slog through most of the encounter before realizing they might not need to finish of the two last ghosts that actually are just defenders of the manor and maybe even related to one of the characters. [B]Scene two:[/B] the knights house at Redwood. No combat what so ever, but probably two hours of role-playing, with each player using their characters strong sides, interacting with the scene and the other players. Discovering the clues to what's happening. [B]Scene three:[/B] camp by the river. The PC's scout the area, the druid gets noticed, but in wolf-shape, one sentry stabbed to death by the Rogue. The players throwing caution to the wind, gets spotted after getting relevant info. Two of the characters bluff their way out of trouble. Some combat, but not really important. [B]Scene four: [/B]ambush of messenger. This is basically a player introduced scene, with some very fast combat as the messenger is clobbered, bound and healed up, and then interrogated, bargained with and finally made a deal with. [B]Scene five:[/B] confrontation on the road to Fallcrest. A big ugly fight, with the knight or Redwood dying early on, removing all cohesion among the rest of the foes. They try to split and get hunted down, or in one case turns after some nice intimidate/diplomacy. The thing I find really interesting here is that none of the fights ended with the PC's killing all opponents. I am really happy with the players not trying to just attack the river camp, and instead went for a role-playing heavy solution. Instead of thinking that combat is the way it's meant to be resolved, they ended up scouting and bluffing instead. Just two of the five scenes had combat as a major motif. Stealth, Percetion, Intimidation, Diplomacy, Bluff, Religion and History were all important skills that affected the outcome of the events. That one of the players reacted to my knight cursing the PC's, calling them false by showing of his own crest of arms, defying him and saying he was the imposter made it much easier for me to go along with the intimidate/diplomacy to end the fight with one extra ally. Even more importantly for me, the clue discovery happened mostly through role-playing, not dice rolling. The players built upon the clues I gave out freely to get the rest of the clues there were to find. It was very easy for me to wing it when the players initiated role-playing because they gave me plenty of inspiration for what was going to happen. [/QUOTE]
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