What is the best tabletop non-combat non-puzzle encounter?

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Q4T
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What is the best tabletop non-combat non-puzzle encounter?

Post by Q4T » Mon Nov 24, 2014 5:47 pm

What is the best tabletop non-combat non-puzzle encounter you've ever experienced?

I am defining non-combat in such a way that includes combat-impossible and combat-optional. That is, a combat-optional encounter could be resolved with combat, but it's not necessarily the best way of resolving it.

Non-puzzle needs to be defined, because even if the meaning is universally understood, it's possible I misunderstood it and I'm using the wrong word. So here's what I mean:

A puzzle is a situation that has a known number of solutions. Usually one, but not necessarily. For example, an indestructible door into a room with indestructible walls that can only be opened with the secret lever is a puzzle. If there is an alternate secret lever somewhere, it's still a puzzle. A non-puzzle has an unknown number of solutions. For example, PCs wish to get past a guarded gate. Do they fight the guard? Bribe the guard? Discuss it with the guard? Sneak past the guard? Tunnel under the gate? Vault over the gate? Cut through the gate? There may be another way past that I haven't even thought of yet, and each of those methods can be divided into an unlimited number of sub-methods depending on how the players go about it.

With those terms clearly defined, what's the best example of a non-combat non-puzzle encounter you've ever seen?

Edit: Not sure what it's called, but I'm also ruling out any example of "I'll read you the story and you roll the dice for me" encounters. Also, "I'll read you the story, you choose from my list of options THEN roll the dice for me" encounters.

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Zathyr
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by Zathyr » Mon Nov 24, 2014 7:12 pm

Well, there was an encounter where we were trying to take control of an island that (eventually) ended up with my character getting married. No combat. Mostly role-play. Some dice rolls.

Long story slightly less short: We talked to the folks currently occupying the place, trying to see if we could come to a deal. A few deals were presented by us, the players. A few counter-offers were presented by the others (via the GM.) One "deal" that was brought up was that I marry into the family. Me and the potential spouse spent a little time together; there seemed to be some chemistry between the PC and NPC, there would certainly be some mutual gain, so an engagement was agreed. While it was maybe more rushed than my character would've liked, everyone came out of it happy.

Now the wedding itself did have some combat, but that came later. Damn wedding crashers.

I've had a lot of fun RP encounters, but that one stands out as the most life-altering for any of my characters..
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Q4T
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by Q4T » Mon Nov 24, 2014 9:54 pm

Here's the one I'm most proud of that I've run:

The party meets a wolf that growls at them from a distance. The wolf is clearly guarding the mouth of a cave. No illumination comes from the gave, so it's impossible to know how far it goes or what wondrous things are contained within. Anyone who attempts to pass the wolf quickly learns that the wolf would sooner die in combat than allow trespassers. Offers of food are accepted by the wolf, but it doesn't alter its stance on trespassers.

The wolf is just a regular wolf, and it fights alone if combat indeed happens at all.

If, by whatever means, the party is able to pass the wolf, they discover puppies. Nothing more.

If the mother of the puppies does not survive the encounter with the PCs and the PCs leave, if they ever return, there are no longer any puppies in the cave, nor anywhere at all to be found. (Puppy bones may turn up here and there later.) The puppies are more than willing to be adopted by whoever will take them.

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Re: What is the best tabletop non-combat non-puzzle encounte

Post by CooksACarrot » Mon Nov 24, 2014 10:12 pm

So twisting the knife AND subverting expectations in a logical way while simultaneously being a meta-critique of the tropes of gaming. Layers upon layers upon layers with a hefty dose of guilt, I like it.
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by Aamir » Fri Jan 09, 2015 12:42 pm

This is very nice and decent post thanks a lot for posting it... link removed -RS
....!!!!

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Re: What is the best tabletop non-combat non-puzzle encounte

Post by Groo_the_Wanderer » Mon Jan 12, 2015 12:56 pm

Hands down .. manta cats.

Some back story is required. In this land the King is essentially controlled / influenced / manipulated by his council of wizard advisers. They obviously want to keep their position so they offer very high bounties on fairly easy targets attracting and drawing in would be adventurerers from all over the land. These new recruits are gathered at a central depot, observed, questioned, quietly studied and investigated such that the wizards are very good at determining those that are relatively harmless to them and those that might one day pose a threat.

They then form them into groups (This is how the party met) and send these chartered companies off on bounties. All are compensated very handsomely but as often as not some fall in battle remembered in mead halls and tavern tales but no longer a threat to the status quo, others are accepted into the military where the graduation ceremony bonds them magically to obey and those left are allowed to continue on the bounty hunting trail or returning to their homes as they desire. The party is what's left on one such group, the back story started soon after them surviving a devious and lethal ambush with the six of them and another random NPC the only survivors of what was a 12 man company.

Happenings happen, as they will around adventurers, and the party finds themselves on the "wrong side" of the law. They met up with some rebels and learned that they do know of the magical compulsion the kings soldiers are under but kill them anyway, all in all leaving an unsettling taste in the parties mouth. They are unable to go back to the crown, and unwilling to trust in or aid the rebels they have made contact with (thanks for bailing on the rails there guys ...grumble grumble) so they take to the road trying to stay out of the way of everyone and figure out what is really going on and work their way back to the capital. Preferably unnoticed and unmolested.

One thing leads to another and they have ROYALLY messed up with my timelines, managed to cause (unbenownst to them) some very serious and major plot timelines to move up, down or even be negated and generally caused more chaos and disorder to the ruling establishment than the Rebels ever have. At this point they are nearing the capitol but running out of funds, supplies and options when they take to the bar.

The Encounter: the party needs to gain the supplies they need to finish the trek to the city without being discovered.

Expected options: Theft, con, bribe, rob, work .. so many options open to them to solve the problem but reality is they are unlikely to make it in the early spring weather without provisions, especially if they are to take to the wilds to be unnoticed. Plan on my end, the Blascksmith needed Iron and charcoal from a village some days away but goblins were in the area and was going to offer to supply the party for escorting his sons there and back with the resources he needed.

The Plan the Party came up with....
Well one of them is a bit of a singer, another knows how to play a lute (neither are bards by the way) and they decide to see if they can play for their supper. Each manages to find something they can contribute to the experience with the exception of a rather large minotaur warrior. His skills lie only in battle so they give him (I kid you not) a cow bell to play judging that they could signal him when to hit it and it would be very infrequently. The bartender agrees and the party gets to it, a handful of rolls are made .... The opening rif goes well, percussion kicks in and is a little too loud but on tempo, the singer and his back up start their thing and are in tune and singing quite well. The plan was for a metallica "Nothing Else matters" sort of tune. One that starts slow and kicks into high gear and that transition .. that transition is signalled by the cow bell. Well it's all up to our musically inept, barely literate minotaur warrior, the band is playing well, people are listening but they haven't been fully drawn in yet.... he raises the great bell over his head and with a mighty swing, crits his roll.

The crowd goes crazy, the party rolls through a couple of songs absolutely killing their rolls and when the sets over the Inn Keeper is begging them to stay a little longer. Knowing they need the funds the party negotiates food, lodging and a percentage of the nights take and does very well. Promoted as the "Manta-Cats" (named after the first fight the party got in where the first roll against them was a manticore tail spike that critted and came withing 1 HP of killing the minotaur outright) people from all over town, and countryside come to hear them play. They stay a little over a week and then have to make their way to the capital playing at every inn they come across.

Soon they find that crowds are already appearing at inns ahead of them, waiting to hear them play and by the time they arrive in the city they are of some local fame. People come from all over to hear them, even guardsmen who must surely have seen the faces of the kingdom's most wanted men but never once seemed to notice how similar the manta-cats appeared.

That is where the last game of the campaign ran and even now, with the party literally on the doorsteps to the castle, the wizards have no idea they are there having sent envoys and elite squads to all corners of the kingdom trying to find and capture them. What is even better is that the party has NO idea just how badly they are wanted by the wizards, though they now wanted posters have been distributed to all guard outposts, and most of them still use their real name when asked.

Sometimes the best part of the game has a couple of dice rolls and a whole lot of RP especially when one want to essentially hide in plain sight!

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Reads_Books
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by Reads_Books » Fri Jan 23, 2015 12:49 pm

I'm not sure if you could call it the "best", but there is one encounter that will definitely be the most memorable. We were playing GURPS, and my character, Felicia, was a spell-casting half-elf weretigress.

Felicia found a wagon, covered with a tarp. To be honest, I don't remember anymore if she was looking for something in particular, or if this was just an opportunity. So she stealths herself into the back of the wagon, and finds a big box. She successfully picks the lock and looks inside, where she sees.... a large crystal sphere with what looks like a head inside. Before she can see what else is inside, the head opens its eyes and starts talking. A bit surprised, Felicia has a conversation, until the head says "Well, this has been nice, but I should probably go back to work now." Felicia, very confused, (I admit, it was near the beginning of the campaign) asks "Work?". The head takes this as a command and starts yelling "Alarm, Alarm, there's a Girl in my box! There's a girl in my box! Alarm!"

Danged mage car alarms!
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by T-RexWithTourettes » Sat Jan 24, 2015 9:23 pm

My players had to get to a mind-flayer's lair, and nearly the entire journey was non-combat and definitely non-puzzle.
Spoiled for length:
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Forgive me once again for length, holy jeebus.

Also, @Groo, loved the Manta-Cats story, the turn was a little unexpected to say the least.
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by Guus » Sun Jan 25, 2015 9:49 am

In fourth edition we have what we call "skill challenges". They are supposed to be unique to 4th, but it's basically a more specified version of "something happens, what do?". Scaling cliffs, passing a rope bridge through a windy passage, stuff like that. Apparently that's what you call a puzzle, so let's not get into these too much.

Thing is though, as a DM you often need to limit the options, because the players expect a limited number of options. The weirdest open ideas happen (in my experience) when you give a number of obvious and/or less obvious choices. Thinking outside the box works best when you create a box for them to think out of first.
As far as I see it, you ruled out just about anything with your definition of puzzles, because players will always want to achieve something, and that something is apparently the answer to your puzzle.

Players tend to think in a more binary way than the DM. The DM creates a lot of options, and the players think of a limited number of goals, often hinted at by the DM. Everything that happens from there on to the goal is either a combat encounter, a "skill challenge" as they call it in 4e or plain RP conversation between the PCs and/or NPCs. I don't see how there is anything else than that.

For my own experience as a player: trying to make a living in a strange dimension (turned out to be a safe haven in the elemental chaos), in which we developed from genuinely good guys to criminals, mainly because everyone and everything seemed to be out for our lives, causing us to disregard their rules and laws completely. We built a house, started a gang, killed some people that stood in our way, and ended up covering it up nice enough to get into important functions, running the place like mobsters. That was pretty cool.
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by T-RexWithTourettes » Sun Jan 25, 2015 7:07 pm

@Guus,that reminds me of when 2 of my other players found themselves in a prison deep in orcish territory called the Bear's Teeth. After their escape they rallied the prisoners into an army, and eventually claimed the prison as a fortified outpost that they began running a mercenary business from. Not necessarily mobsters but it just reminded me.
Their method of escape was (at first) non-combative, now that I mention it:
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Sorry for all the long-winded stories, I just realized the title said "encounter," not with an S. I suppose the beef could almost pass as backstory, if not for all the annoying details I give :P
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by spiderwrangler » Thu Jan 29, 2015 3:25 pm

Zathyr wrote:Now the wedding itself did have some combat, but that came later. Damn wedding crashers..
All good weddings that end with death have a color... what was yours?
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by Kamos » Thu Jan 29, 2015 4:27 pm

Man I only wish I'd have some epic stuff like that go down. I'm really good at getting enemies to kill each other for me but nothing quite like that. We do tend to run some pretty combat heavy games though.
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by T-RexWithTourettes » Thu Jan 29, 2015 6:38 pm

For me it's hard to balance combat, puzzles, and non-combat. I tend to make campaigns where for an entire session it will all be noncombat, and then another entire session or even two that will be all combat. I'm always brainstorming for a nice setting/storyline where there can be plenty of each in quick succession of one and other, but it's rough.
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by Guus » Fri Jan 30, 2015 11:02 am

I try to build epic campaigns on smaller quests.
"Kill some rebels" - session 1.
"Find out information where the rebels come from" - session 2.
"Fix the rebel problem" -session 3.
"Work with priests to find traitors and take them out" - session 4.
"Discover a pattern between priests and rebels and expose the leader" - session 5.

Etc. It doesn't always work, but it's something to strive for. You want to be able to end your campaign at any time if needed, to give the characters closure. Small things turn into an epic story quickly enough when you use the breadcrumbs tactic: give a little information of the greater story just about every session, but make it seem so trivial that the players won't notice until an "ah-hah!" moment later on. That gives you the freedom to embed the smaller "quests" in a big storyline without them actually noticing, up until the point they DO realize what's going on, which makes it all the better.
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Re: What is the best tabletop non-combat non-puzzle encounte

Post by Zathyr » Sat Jan 31, 2015 3:43 pm

spiderwrangler wrote:
Zathyr wrote:Now the wedding itself did have some combat, but that came later. Damn wedding crashers..
All good weddings that end with death have a color... what was yours?
Charcoal grey.

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Re: What is the best tabletop non-combat non-puzzle encounte

Post by GameNightLife » Fri Mar 27, 2015 2:03 pm

I had a party one time stumble upon a fairly deadly newborn critter. It was pretty hostile, and the thing was certainly the opposite of cute.

I thought they might run away from it, or lead it back toward their enemies, or try to kill it outright. I had no idea what they'd do.

One person in the group got 2 consecutive natural 20s on their handle animal check, and I ruled that since it was a newborn...it imprinted on her, and thought it was its mom.

They took that thing everywhere, and brought it out whenever they needed to just make everyone leap backwards. They still talk about how much they enjoyed doing that.

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