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Things to do in a tabletop rpg that are not combat related?
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<blockquote data-quote="Ketherian" data-source="post: 6263657" data-attributes="member: 19595"><p>It depends. First off, in Harnmaster, everything (even combat) is a series of skill challenges.</p><p></p><p>In the case of the joust, I found a fan-written article that had me print out cards that showed the type of attack. Players picked a card and slammed it down simultaneously. They rolled against their ride skill to handle the animal and results were determined; but I also described it in detail - the pounding of the hooves on rough ground, the weight of the lance and shield on their back and shoulder, and of course - the imact. Did it knock someone off their horse, did they sway dangerously sideways, the weight of their armor bearing them down, etc.etc.etc.</p><p></p><p>Archery is more straight skill checks, progressively getting harder as the butt is moved further and further back; but there's the crowd's reaction, the waiting for their turn -- lots to describe.</p><p></p><p>With wrestling, I had them make some rolls then told them how it went (briefly) because it was getting late, and I was tired. I could have done straight unarmed combat between folk, but it was more interesting for all involved to hear the highlights than the blow-by-blow. Same with the footraces.</p><p></p><p>With the liturgy contests - it was memory (int) checks; a passage is read and the player-character has to finish it. Do they remember? Simple, but fun when they hear how people goof it up, or a few who get it almost right.</p><p></p><p>I kept rolls in the tourney events to keep the events random and to give the players a sense of control.</p><p></p><p>During the grand melee, it was almost all discussion of tactics. They figured out how to cross a field of "enemy combatants", keeping some occupied while others raced to the opposition's flag. There was one brief fight against the flag's guard, but most of that battle was discussions; moving icons on a map. I used a very simplified combat system to keep the event light (and because a successful hit meant the defender/attacker was out -- this was a mock combat after-all). So that one was almost entirely RP.</p></blockquote><p></p>
[QUOTE="Ketherian, post: 6263657, member: 19595"] It depends. First off, in Harnmaster, everything (even combat) is a series of skill challenges. In the case of the joust, I found a fan-written article that had me print out cards that showed the type of attack. Players picked a card and slammed it down simultaneously. They rolled against their ride skill to handle the animal and results were determined; but I also described it in detail - the pounding of the hooves on rough ground, the weight of the lance and shield on their back and shoulder, and of course - the imact. Did it knock someone off their horse, did they sway dangerously sideways, the weight of their armor bearing them down, etc.etc.etc. Archery is more straight skill checks, progressively getting harder as the butt is moved further and further back; but there's the crowd's reaction, the waiting for their turn -- lots to describe. With wrestling, I had them make some rolls then told them how it went (briefly) because it was getting late, and I was tired. I could have done straight unarmed combat between folk, but it was more interesting for all involved to hear the highlights than the blow-by-blow. Same with the footraces. With the liturgy contests - it was memory (int) checks; a passage is read and the player-character has to finish it. Do they remember? Simple, but fun when they hear how people goof it up, or a few who get it almost right. I kept rolls in the tourney events to keep the events random and to give the players a sense of control. During the grand melee, it was almost all discussion of tactics. They figured out how to cross a field of "enemy combatants", keeping some occupied while others raced to the opposition's flag. There was one brief fight against the flag's guard, but most of that battle was discussions; moving icons on a map. I used a very simplified combat system to keep the event light (and because a successful hit meant the defender/attacker was out -- this was a mock combat after-all). So that one was almost entirely RP. [/QUOTE]
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