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Things to do in a tabletop rpg that are not combat related?
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<blockquote data-quote="steenan" data-source="post: 6261679" data-attributes="member: 23240"><p>Playing a game that doesn't focus its mechanics on combat and uses similar resolution for combat and non-combat conflicts can be a very refreshing experience. Without the system funneling you into violent solutions, it's much easier to think of different types of interesting situations.</p><p></p><p>I suggest trying Fate Core, Smallville and Mouse Guard.</p><p></p><p></p><p></p><p>As for fun non-combat activities:</p><p></p><p>- Investigation. It's not only about finding a person guilty of a crime, but also determining who a person really is, mapping secret alliances and allegiances or finding out what is causing a trouble.</p><p></p><p>- Recovering a guarded item or information. Conning someone, stealing it, hacking into a system. Best when you really don't want to leave signs that anything happened.</p><p></p><p>- Researching how something really works. Collecting information, performing experiments, preparing hipoteses and verifying them. Especially fun if the results are both interesting in themselves and useful in practise, but in the research one needs to balance danger, cost and morally suspicious approaches.</p><p></p><p>- Untangling complicated personal relationships. Obligations and expectations, love, lust, jealousy, disappointment. Finding out what you really feel, who you are and how you want to guide your life.</p><p></p><p>- Getting somewhere. Finding your way, facing environmental hazards. Interacting with people in dangerous situations; helping them, abusing them to ensure your own survival, balancing between trust and suspicion. </p><p></p><p>- Passing judgement. Evaluating people's deeds and beliefs. Deciding how far you will go to stop what you see as evil and how much will you compromise to avoid making enemies.</p><p></p><p>- Politics. Forging alliances and breaking them when it's useful. </p><p></p><p>- Shaping what groups of people believe and how they behave. Creating or changing philosophies, religions, belief systems.</p></blockquote><p></p>
[QUOTE="steenan, post: 6261679, member: 23240"] Playing a game that doesn't focus its mechanics on combat and uses similar resolution for combat and non-combat conflicts can be a very refreshing experience. Without the system funneling you into violent solutions, it's much easier to think of different types of interesting situations. I suggest trying Fate Core, Smallville and Mouse Guard. As for fun non-combat activities: - Investigation. It's not only about finding a person guilty of a crime, but also determining who a person really is, mapping secret alliances and allegiances or finding out what is causing a trouble. - Recovering a guarded item or information. Conning someone, stealing it, hacking into a system. Best when you really don't want to leave signs that anything happened. - Researching how something really works. Collecting information, performing experiments, preparing hipoteses and verifying them. Especially fun if the results are both interesting in themselves and useful in practise, but in the research one needs to balance danger, cost and morally suspicious approaches. - Untangling complicated personal relationships. Obligations and expectations, love, lust, jealousy, disappointment. Finding out what you really feel, who you are and how you want to guide your life. - Getting somewhere. Finding your way, facing environmental hazards. Interacting with people in dangerous situations; helping them, abusing them to ensure your own survival, balancing between trust and suspicion. - Passing judgement. Evaluating people's deeds and beliefs. Deciding how far you will go to stop what you see as evil and how much will you compromise to avoid making enemies. - Politics. Forging alliances and breaking them when it's useful. - Shaping what groups of people believe and how they behave. Creating or changing philosophies, religions, belief systems. [/QUOTE]
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