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 Post subject: Re: Non-Combat Modules
PostPosted: Wed Feb 05, 2014 9:43 am 
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Joined: Fri Sep 27, 2013 10:40 am
Posts: 2046
I would not mind it. Granted, it shouldn't be the 'norm' in the same way that I wouldn't want a lot of modules where every encounter as combat.

Combat, as others have stated, should have meaning and be integral to the module. I actually don't mind a combat in every module, for there are characters who are more 'combat oriented'. As long as the non-combat parts allow everyone to take part, then I think it's a good thing.

john

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Kelb'Bakari Masalio, Dark-kin Altherian Corsair, Gentleman Archaeologist, and Wandering Bard
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 Post subject: Re: Non-Combat Modules
PostPosted: Wed Feb 05, 2014 2:22 pm 

Joined: Sat Sep 28, 2013 6:45 pm
Posts: 639
We have BI's that last 10+ hours of solid combat. What the heck is wrong with a 4 hour RP mod? Just advertise it as such like we already do with the BI's.

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Eric Hughes

There once was a gnome called Oozy,
Who kissed a Yaricite floozy.
But rather than wed,
She drowned him instead,
Now he is a Yaricite toosey!


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 Post subject: Re: Non-Combat Modules
PostPosted: Wed Feb 05, 2014 2:27 pm 

Joined: Fri Sep 27, 2013 8:36 am
Posts: 1554
eric, my tounge in cheek answer is , we do they are called LARPs!

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 Post subject: Re: Non-Combat Modules
PostPosted: Wed Feb 05, 2014 11:15 pm 
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Joined: Wed Oct 23, 2013 11:34 am
Posts: 960
Location: Southwestern Ohio
Some of us are more comfortable role-playing in a smaller setting than a Larp. For whatever reason I've never totally been comfortable in a Larp setting. Just my two cents on the matter. :)

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 Post subject: Re: Non-Combat Modules
PostPosted: Sat Feb 22, 2014 3:31 am 
SamhainIA wrote:
Eric, "Whispers in the dark" is the blessed lands mod your referring to.

That was one of my favorite modules to introduce arcanis to people


Oh gods yes.
That mod was frickin' AMAZING! I still grin when I think of it. "Hey, why are the bunks...wet?
I can't believe that it was easy to write, though. :lol:

PS: What? I slept soundly. 8-)


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