Types of Roleplaying Encounters

D&D makes combat easy. There are tons of monsters and class-type combinations to fight, and thanks to recent Hong Kong-inspired Hollywood action flicks, it's hard not to think, "Wow, that'd make a cool place for a fight scene."

However, roleplaying is a little harder. Often, adventures boil down to strings of fights tied together by plot (often simply, "These guys are bad, so you should kill them all"). With roleplaying encounters, you have to pay more attention to who the PCs are, and what types of things your players like to do, whereas with combat, you know that D&D has you covered, since all the classes are supposed to be balanced in a fight.

So, what I'm looking for is a nice thread providing ideas and suggestions for different types of roleplaying encounters, and advice for running them or coming up with some of your own.

I have recently been informed by one of my players that, no, being asked by a guard, "What just happened here?" does not constitute a roleplaying encounter, unless the party is under suspicion or something. Apparently I've been slacking off in the character interaction part of the game recently, so I'd like some ideas to help get my mind kick-started again.
 

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A few ideas:

* An auction where an important plot-item is being sold.

* A trial where the characters act as attorney, defender and/or judge.

* The PCs act as negotiators in a dispute where armed conflict risks killing civilians.

* A town hall meating where the town's course of action is being decided.

* A masquerade ball where some people are plotting against the new ruler.

Keep the it simple yet fuzzy and let the role-players sort it out.
 
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Hey we can turn this into one of those 101-threads! :)

6. The employer (old-man in a tavern) interviews would-be adventurers before accepting them.

7. The characters are investigating a murder. A deep-throat informer is secretly handing out different (yet perfectly valid) information tidbits to each of the PCs. The puzzle is left for the group to solve.

8. The PCs must guide an NPC-rogue through a dungeon, from a safe location with the help of a crystal ball and a Rary's Telepathic Bond-spell.
 
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I once did this to a player who played his character like a womanizer:

9. A long, long forgotten ex-fling shows up and tells the character she has been searching far and wide for him and informs him he is a father. The child is back "home" in the care of her parents. Is she telling the truth, or just a golddigger who spotted the PC and is looking for some easy extortion cash. What if she had to sell the child into slavery because after being dumped by the PC she couldn't support herself and the child.

(ha ha ha think of the GUILT!!! :D )

-Will
 

Well, hopefully I can help out.

10. During a public reception where the PC is in or near the spotlight, an old acquaintance (possibly from the PC's home village/school/temple/etc) starts bringing up embarrassing details from the PC's past, hoping that he can curry favor for himself, instead of the PC. The PC has to handle the situation cooly, and decide whether to defend himself, or to ignore the foolish and childish insults.

11. The PC has a chance to learn a new spell/fighting style that isn't normally available via the rules. However, he has to practice it first to get it right. This is kinda roleplaying light, but it does help flesh out time in between adventures, and lets the other PCs have to deal with the PC when his new skill messes up.

12. The classic riddle game.

13. In a magical temple that connects the souls of all who enter, the PCs face various challenges of physical and magical strength, that only one member of the party at a time can easily pass. The others can take a risk to get through each trial, or they can siphon a bit of the soul off of another PC, briefly gaining some of his powers, and his personality traits. However, doing this too often damages both parties.

14. Their next adventure location is considered a protected area by the local government (thanks to liberal lawmaking). The PCs have to obtain a permit to let them enter the area, and the diplomat in charge of giving out the permits wants to dine with them, to get an idea of whether they can be trusted not to damage the protected area. Thanks to his government resources, at dinner he's able to mention the PCs' previous adventures, focusing on all their mistakes. The PCs have to put on a good front and possibly shift blame.

15. As an NPC dies, his dying wish is that the PCs let his wife know what happened to him, and that they take care of his young son, who wants to be like his father.
 

RangerWickett said:
14. Their next adventure location is considered a protected area by the local government (thanks to liberal lawmaking). The PCs have to obtain a permit to let them enter the area, and the diplomat in charge of giving out the permits wants to dine with them, to get an idea of whether they can be trusted not to damage the protected area. Thanks to his government resources, at dinner he's able to mention the PCs' previous adventures, focusing on all their mistakes. The PCs have to put on a good front and possibly shift blame.

This one is really good. :)
 

Investigation Matrix with bouncing quarry:

Basically you present the players with a scavenger hunt type of plot- there are several NPC's that the players must visit to question them about a certain thing (say a wizard's homonculous that was used in a murder plot). Each NPC holds a vital clue that comes out in an investigative interview that the players are supposedly going to conduct. The homonculous itself is hiding in one of the NPC's houses and may even move to one of the other NPC's houses, which presents players a chance to "nip the plot in the bud" if they are sharp.

Another option is to have certain of the quarry NPC's visit each other during the investigative interviews and interfere with each other during interviews.

Another option is the classic "Rashomon" type of interview meta-game. Allow the players to interview several witnesses of a given event. Each witness gives a different account. None of the accounts match exactly, and one of the accounts is a lie.
 

19. Another party seems to working for the same (short term) goal as the PCs. One night the two parties just happens to stay at the same inn. The NPCs are curious about the PCs long term goals.

20. After the party returns from the most recent dungeon crawl a curious employer insits on a guided tour of the dungeon.

21. A (CR impossible) monster (red dragon, fiend or whatever) tries to find out what it would take to turn one of the PCs to the dark side. The offer is tempting...

22. The circus has come to town. Sadly, many of the performers have gotten ill (flu) and the circus needs replacements quick. The PCs, if they decide to help out, will get to entertain the public.

23. A peaceful order of monks guard a portal. Only those who are able to teach them some philosophy are allowed to pass.

24. Two good churches in a community fail to understand eachother. The PCs are invited to sort out the differences and prevent the community from plummeting into religious disarray.
 

Frostmarrow said:
22. The circus has come to town. Sadly, many of the performers have gotten ill (flu) and the circus needs replacements quick. The PCs, if they decide to help out, will get to entertain the public.

I ran a whole campaign with the PCs as a Circus Troupe once.
25. PCs are members of a travelling circus who must practice their routines, negotiate with the local town officials, hunt and trap animals (for the shows), put on shows for the public and deal with runaways (everyone wants to runaway and join the circus:))

26. A young Friar has been kidnappede by his brothers because they do not agree with his choice. The PCs are sent to negotiate his return. (based on the Legend of St Thomas Aquinas)

27. After the PCs clear out the haunted fortress they are approached by the refugees from the recent war and asked to remain and help the refugees rebuild. - The PCs now become leaders of a rebuilding community

28. A group from the village has tresspassed on the Gnome burial ground and as punishment are to be sacrificed to the local Eel god (fiendish giant eel). The PCs must save the villagers, reestablish relations with the gnomes and appease the Eel god.

29. Festival Time: The PCs enter the games and competitions of the Annual festival - various Sports (running, wrestling, etc), Singing competitons and Riddle games.

30. PCs are Diplomats who must meet with an enemy power and negotiate peace.
 

Hate to break from the numbering scheme..but..

Last night I had my players running through an abandoned, ages old, dwarven temple...basically a small dungeon crawl.

They failed their listen checks and their move silently checks...so the Minotaur on the other side of the door knew they were coming.

When the dwarf stuck his head around the corner the minotaur popped him with a thrown hammer.

So what makes this encounter different or a roleplaying encounter? Well...right after throwing the hammer the minotaur started spouting off about this and that...talking some smack basically.

The party rolled into the room and fanned out in front of the minotaur and instead of jumping straight to "roll initiative"...we roleplayed some.

The minotaur sat back down, went back to eating his sandwhich. The party started chatting with him. Found out he was a mercenary...tried to buy some information from him, etc.

Course the paladin's both detected evil, while he looked on amused. they found out he was evil. One paladin then layed hands on another character and the minotaur started the fight then. (no way he was going to let them buff and heal before hand).

But that's just one example of how even your casual day to day combat fests (following a plot line of course) can turn into roleplaying situations. Not every bad guy should be silent...or just shout curses or blood curdling battle cries.

Give them some personality.

Cedric
 

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