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Non-combat challenges

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Post the best non-combat challenges you've run/experienced.

Puzzles, roleplaying encounters, traps, and mini-games?

How do you make a game feel like it has a good amount of content without adding more fights?
>>
This thread is criminally unposted in.

There's a gap/pit with something deadly at the bottom that the players need to find a way to cross.

Get a puzzle box that youre familiar with but the players aren't. Explain it as being a magical artifact or something.
To keep stats relevant, allow each person to attempt to get a hint from you, or be allowed to only complete it to a certain point. Don't force them to solve it in the same scene they get it, and don't allow them to hold in while they're in combat.

Google a riddle and pick one they're not familiar with. If they give an answer that makes that's just as good as the real one consider it a success.

Have a magical device that is essentially a drill. It keeping going in a straight line despite gravity or the strength of it's obstacles.
Players could only use it once, and it cant be moved without turning it on or running the risk of breaking it.

You could be a massive dork and have them do a 6x6 sudoku puzzle.

Have a negotiation/political puzzle in which you need to convince 2 or more parties who dislike eachother to cooperate with eachother

Don't have 2 puzzles in a row unless if they have to be interconnected to be interesting.
>>
File: Flumph.jpg (85KB, 600x600px) Image search: [Google]
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Flumphs are the classic "challenge the players not to kill every weird thing they come across" monster.
>>
>>51388738
You could put a bit of a twist on the riddle concept.
Have an incredibly ancient or not entirely human man. Have it so that the man seems to have a useful service or item to offer the pcs.
Have him ask something from the players in the form of a riddle.

If you give players adequate warning or if the reward is great and unessential, you could even have the man throw into a pit or consume anything the players hand him that isn't what he wanted.
>>
A really big thing is on it's back
Players have to find a way to flip it over
>>
>>51386669
Well I primarily run Monsterhearts so almost everything I do is a non-combat challenge.

so for
>How do you make a game feel like it has a good amount of content without adding more fights?
by making the social situation interesting so there are problems for the players to involve themselves in and by playing a system with decent social mechanics so you're not just sitting around talking the entire session
>>
>>51386669
Acquiring a girlfriend.
>>
A large stack of pizzas are delivered to the party's safehouse. They didn't order the pizza, nor can they afford it, but they decide they want it (they always do). How can they get the pizza without the delivery person blacklisting them, and without the delivery person 'disappearing'.
>>
>>51388738
The negotiation part was well done in one quest in Jade Empire: we had to juggle arguments in the discussion in order to convince a mixed jury.
>>
Bump, thanks for the posts guys, hoping to get more ideas
Thread posts: 10
Thread images: 2


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