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Things to do in a tabletop rpg that are not combat related?
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<blockquote data-quote="gamerprinter" data-source="post: 6269037" data-attributes="member: 50895"><p>Like festivals, a wedding and a funeral were the start of 2 different campaigns of mine in the past. The wedding was the binding of 2 politically active families, once at war with the other, but their treaty ended with a wedding. Of course for some of the family members this was only a different kind of intrigue, not really a settlement of issues between families. Following the funeral campaign start was the reading of a will, and a gifted item that became a MacGuffin for the adventure party, and the jealous parties not connected with the PC party, but were relatives of the deceased, were not at odds with the PCs. Such events make for great activities and the start to political issues head on.</p><p></p><p>Regarding skill challenges, I generally run something similar, but not so formulaic. Most are roleplaying activities, followed by a skill check with a modifier based on well or poorly the roleplayed conversation went, PCs adding any cool ideas to the conversation get bonuses. Most such activities take more than one skill check, but I play it by ear. Some challenges a single successful skill check is good enough, for others it might be a half dozen depending on the complexity of the activity (whatever that is.)</p><p></p><p>Sometimes I create a mystery play situation where several people have clues on what really happened, but each person has different clues and are not aware of the other clues known by other people. In other words, a simple successful Knowledge (local) skill check after some roleplay with one individual gets you his clues, but you need to talk to each individual with the own clues, to see the whole picture. No matter how successful a given skill check or series of skill checks, if you don't talk to the right people, or only some of the people you will not get all the clues. There's no automatic resolution with any one person - you'll need to find all the clues.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6269037, member: 50895"] Like festivals, a wedding and a funeral were the start of 2 different campaigns of mine in the past. The wedding was the binding of 2 politically active families, once at war with the other, but their treaty ended with a wedding. Of course for some of the family members this was only a different kind of intrigue, not really a settlement of issues between families. Following the funeral campaign start was the reading of a will, and a gifted item that became a MacGuffin for the adventure party, and the jealous parties not connected with the PC party, but were relatives of the deceased, were not at odds with the PCs. Such events make for great activities and the start to political issues head on. Regarding skill challenges, I generally run something similar, but not so formulaic. Most are roleplaying activities, followed by a skill check with a modifier based on well or poorly the roleplayed conversation went, PCs adding any cool ideas to the conversation get bonuses. Most such activities take more than one skill check, but I play it by ear. Some challenges a single successful skill check is good enough, for others it might be a half dozen depending on the complexity of the activity (whatever that is.) Sometimes I create a mystery play situation where several people have clues on what really happened, but each person has different clues and are not aware of the other clues known by other people. In other words, a simple successful Knowledge (local) skill check after some roleplay with one individual gets you his clues, but you need to talk to each individual with the own clues, to see the whole picture. No matter how successful a given skill check or series of skill checks, if you don't talk to the right people, or only some of the people you will not get all the clues. There's no automatic resolution with any one person - you'll need to find all the clues. [/QUOTE]
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