Roleplaying in Glorantha

Does anyone have any good ideas for roleplaying scenarios that don't necessarily have to include combat. It always seems to conjure up some hardy laughs when an adventuring party is engaged in more light hearted activities. Does anyone else agree?
 
anything that include some (sportive) competition for instance. This is what the adventure Rune of Chaos offers in the 1st part (though it's a generic adventure).
 
What has worked in the past include:

1. Competitions - these can be clan competitions, contests between rivals, contests to choose champions to go on a quest or just competitions to see who is the best in the area.

2. Investigations - Something has happened, the PCs try and work it out, missing all the "obvious" clues that the GM has cleverly provided until he has to point them in the right direction with fluorescent arrows.

3. Funfair/Circus - A funfair, circus or band of entertainers are in town for a few nights. What do the PCs do? Do they try out the rides? Do they try and compete in the contests and show off? Do they try and seduce the strange entertainers? What about the entertainers? Are they thieves, assassins, mystics, tricksters or just entertainers? What happens if someone runs away and joins them? What if something is stolen while they are here? Is it them or is it someone else?

4. Buried Treasure - Someone has a map or knows where treause is buried. Is it real or false? Will the PCs bite and get rich? What if the treasure belonged to someone else? What if it is an heirloom or cult treasure? What if someone else wnats the treasure? How good are the PCs are at hiding?

5. Get Rich Quick - Someone has a brilliant idea of how to get rich quick. Who does it hurt? How easy is it? Does it work? What are the consequences?

6. Lover Mine - Seduction is an art, but is never easy. A PC wants to seduce an NPC? Is the protential lover important? From a different cult/culture? Has another suitor? What does the PC have to do to win the target's heart? Quests, contests, showing off?

7. Doing the Impossible - Someone has set the PCs a set of tasks to perform. These tasks might seem impossible. Can the PCs do them? Where do they go? What about those who oppose the tasks? What happens if the PCs succeed?
 
khazwind said:
The King said:
anything that include some (sportive) competition for instance.

Trollball!

Gotta love the Uz, the only race in a Bronze age world with professional sports.
You're forgetting Ortanthi favorite sport: sheep and cow stealing.
 
soltakss said:
What has worked in the past include:
1. Competitions
2. Investigations
3. Funfair/Circus
4. Buried Treasure
5. Get Rich Quick
6. Lover Mine
7. Doing the Impossible
Excellent. I would also add some heroquest: mostly women's quests (Ernalda, Uralda), but also some quest with negociations (Issaries) or search for knowledge (Lankor Mhy).
 
One of my RPOL Glorantha games had a drinking contest. Visiting the hick stead of the clan was a giggle as well.
The log of what went on for both of these events is at: http://www.glorantha.org.uk/orlanthigamelog1.html
 
soltakss said:
2. Investigations - Something has happened, the PCs try and work it out, missing all the "obvious" clues that the GM has cleverly provided until he has to point them in the right direction with fluorescent arrows.

Hahahahhahaaa [wipes tear from eye]

Yeah I know. I started trying to do "The Name of The Rose" and ended up doing "Murder She Wrote". Utterly depressing :P
 
Sinisalo said:
soltakss said:
2. Investigations - Something has happened, the PCs try and work it out, missing all the "obvious" clues that the GM has cleverly provided until he has to point them in the right direction with fluorescent arrows.

Hahahahhahaaa [wipes tear from eye]

Yeah I know. I started trying to do "The Name of The Rose" and ended up doing "Murder She Wrote". Utterly depressing :P

So, the scenario became cheesy, but was it fun?

In general, investigations/solving mysteries is, IMO, a good alternative to scenarios focused on combat and conquest.
Call of Cthulhu is one of the best examples of an RPG where investigating a mystery is the basis for most scenarios and combat is avoided. Call of Cthulhu characters are typically academics, journalists, scientists, etc., not exactly combat hero material. The creatures in Call of Cthulhu are, for all intents and purposes, indestructible. Spells could be used to send a creature away, and with enough firepower some minor creatures could be killed, but most Cthulhu creatures, such as Cthulhu himself, were far too powerful to be dispatched by puny humans. Simply gazing upon these creatures could drive a character insane. Characters might fight human cultists or kill a Deep One with a few shotgun blasts, but generally any character caught in a combat situation wound up dead. Knowledge, not combat, is the key to successfully completing a scenario, assuming the knowledge did not drive the character insane.
 
master of reality said:
So, the scenario became cheesy, but was it fun?

Yeah it was and I've done more than one. But I've found you need to throw in a bit of action (the chase scene, etc) and you do need,as simon says, the culprit to have blood all over him, a murder weapon and a big sign around his head saying "I done it" before the players will get it.

Can I also add one more to the list:

The trading style of game: Griffin feathers are worth 800 in Nidik but 920 in Soldier Ferry. Let your players set up their own caravan, their own workshop when they suss out that cloaks are worth even more. Watch as their caravans get raided, marvel as their workers go on strike for more pay, gasp at the ecological damage as Griffins become extinct. Watch them head off to Ralios for a breeding pair, clip their wings and build Griffin farms.

Tell them what the going rate for Magisaur skins are in various ports. Watch them argue as to whether its actually fun to even pretend to be slavers even in an imaginary world.

If you set up the settlements before hand and the market prices, throw in some random encounters and it gives quite a good feeling that the players are in charge. At least they'll tell you what they want to do next session.
 
Trade can be a good basis for a scenario plot. Characters can search for buyers and use their trading skills to negotiate a good price, but I would want to throw in some combat situations, such as an urban ambush or an attack on a caravan. I think the "investigative" form of scenario offers the best chance of role playing without combat, though in practice I like to include a little combat. It's RuneQuest after all!
All of the plot devices posted on this thread are great ideas for scenarios that are not focused on combat, and IMO this is key to a good scenario. A scenario based on "kill creature take treasure" may provide a good way to familiarize new players with the game mechanics, but this kind of scenario ultimately becomes boring.
Fortunately, Mongoose appears to keep this in mind when writing a campaigns.
 
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