Friday, October 10, 2025

What Else Is There To Do?




In a previous post - All We Do Is Fight - I lamented that when playing most Fantasy RPGs, it seems like the sessions consist of one uninspired battle after another and little else. 

This isn't really the case of course; there are usually roleplaying moments sprinkled here and there. Even so, the overall feeling I get is that of a monotonous slugfest and I end up getting pretty bored pretty quickly. 

As noted in the commemts of my prior post, most Open World/Sandbox RPGs in other genres don't appear to suffer this problem or at least not to the same degree. Let's see if we can import some ideas from those games over to Fantasy and answer the burning question, 'What else is there to do in a Fantasy game besides Combat?'

First, let's go over non-combat activities one might undertake during a typical dungeon crawl. It kind of surprises me that I've not seen these used much (if at all) in the last half dozen or so Fantasy outings I've participated in.

Other things you can do in a dungeon include: Environmental Hazards, Exploration and Mapping, Negotiating with Intelligent NPCs, Puzzle and Riddle Solving, and defeating Traps.

Great, now that that's out of the way let's go have some real fun...

Build




I wrote earlier this year about my penchant for having the Player Characters in RPGs not be Murderhobos but rather have a Base, a place to call headquarters and/or home. In old D&D I recall that building a stronghold of some kind was a thing at 10th level or what have you but why? That is, why wait until then? With the amount of gold and other treasures the PCs amass by the half-way mark (somewhere between 5th and 6th level lets say), a decent sized party of adventurers should be able to afford a small domicile in the campaign city or even a decently large place on the outskirts on the outskirts of one of the smaller towns. 

Building isn't limited to bases. In one of my Winghorn Guard campaigns, the PCs were assigned to an outpost in what would best be described as a environment much like that of New Mexico. A 'Keep on the Borderlands' if you will (wink). Water was scarce and farming difficult. This got two of the Player Characters thinking. One was a mechanically minded Dwarf and the other an Eastern Monk/Mage type who could command water (think a Waterbender from Avatar: The Last Airbender). Together they worked to aid the Baron and his people by helping to construct additional wells and an irrigation system.

Another campaign saw the PCs discover an old, abandoned port town with a dilapidated pier and docks. They vanquished the undead sea monster that haunted the place and as a reward as the King if he would grant them the port so they could restore it. He agreed and over the course of the campaign they turned the ruined town into a thriving place once again. 

D&D PCs do so much destroying. Try Building something for a change!

Explore




I've always wanted to run a Fantasy version of Traveller or Star Trek; the Player Characters are the owners of or officers on a Sailing Ship, traveling across the open sea to find far off lands, meet new peoples and monsters, and discover the ruins of ancient civilizations. I've come close, using elements of this idea to influence other campaigns I've run (see below) but I've never done a game dedicated to exploring the Magical Medieval Final Frontier.

This could link to many of the other ideas such as Commerce, Politics, and of course Survival. Maybe you're not just exploring for its own sake but in order to open and expand trade routes. Your kingdom could be on the look out for resources but so are rival kingdoms in the same vicinity. Once you reach your new, uncharted land you're going to need to find food, shelter, and a way to adapt to the climate and terrain. Plus, there will surely be people and/or monsters there so Social Interactions and Combat are a possibility as well. 

One of the things I love most about Space Adventure Sci-Fi is that the PC group usually has their own Starship. I've discussed this many times but a Starship provides a safe haven, a means of transportation, a weapon, and many other features that spice up a campaign, giving the PCs and the GM more adventure options. Why can't a D&D party have a seagoing vessel that serves much the same purpose? Perhaps XP and/or Gold can be spent customizing their ship. They could go on a quest to have the ship enchanted to do something incredible like travel underwater or have the figurehead at the prow speak. The ship itself yelling out, "Pirates on our Starboard!" or "Land Ho!" would be awesome. 

Maybe an XP bonus if you're the first to discover and name a new land, species, etc.?

Trade




Trade is a major element of the Traveller RPG and to be honest, I've always wondered why it isn't a big part of Medieval Fantasy games. Not only are Fantasy RPGs classically driven by an obsessive search for wealth but they paradoxically have little to actually spend that money on. Hopefully this section will give players and GMs some inspiration on what to do with all that coin. After all, you have to spend money to make money.

Sell: Crawling into underground labyrinths in order to slay horrible monsters and steal their valuables is no way for a decent person to make a living. Don't you have any marketable skills or talents? If so, have you ever considered starting your own business? You know, selling your services or crafts to those with capital who are in need of what you've got? 

In campaigns past I've seen Player Characters start and run taverns, mercenary companies, and a shop that buys and sells magical components and items. One idea I like related to this is having a set of alternative, lower level PCs who can mind the store while your main PCs go off on adventures to find materials, ingredients, suppliers, etc., or vice versa. You could also mix and match in a 'Troupe Play' style similar to Ars Magica.

Does your business have to pay taxes to the Duke? Protection money to the Thieves' Guild? Maybe you've got some kind of deal with the powers that be in exchange for the PCs assistance when special circumstances arise. I hear you can get a major tax cut if you're the party that killed the invading goblin horde. 

Shop: Shopping is the bane of many gamers' existences, gamemasters and players alike. I've spoken to more than a few gamers who simply hate 'shopping episodes'; session where nearly the entire time is taken up by buying gear. Others absolutely love to go shopping in-game, sampling the wonderous wares of a medieval marketplace and interacting with a multitude of merchants.

Personally, I'm in the latter camp but with a distinct caveat; I like shopping trips the way I do them (and any GMs who handles them in a similar way). Basically, if you want to spend X number of silver and gold coins on more rope, some flint and tinder, and another 20 arrows, you can just do so. You don't need to roleplay that out. That's 'off camera', behind the scenes type stuff.

You roleplay shopping when you want to order a custom suit of armor for your familiar from a lady blacksmith your contact in the next town over recommended. You can discuss details, negotiate price, get to know this unusual smith and maybe add a new contact to your list in the process. You roleplay shopping when you want to get the lowdown on local gossip and rumors from the Barkeep who's Tavern you've been frequenting for nearly a year of adventures by now. 

My players have gotten to know many a shopkeeper, tavern wench, and traveling merchant over the decades of gaming in my D&D-But-Not world of Aerth. In that time they've gotten discounts, rare items, invites to special events, made contacts, friends, created rivals, and generally had a blast. Sprinkle in some unusual kiosks and storefronts selling exotic foods, rare potions, and even fantastical familiars and your players will be begging to visit the marketplace!

Don't think of shopping as merely an exercise in bookkeeping but an opportunity for world-building and roleplaying but with potential mechanical bonuses to boot!

Finally, something has to be said for a full on Merchant campaign, modeled on many a classic Traveller game as mentioned above. Forget simply buying and selling, you could be the ones transporting goods across the great seas of your world! Navigating safer and/or faster routes, dealing with pirates,  making deals that benefit entire nations and drop a pretty penny in your own pockets as well. 




I feel like am barely scratching the surface here. There are sooo many other things a PC/Party could get into I would need a whole book to discuss them all. There's Crafting Items, Creating Spells, Politics and Court Intrigue, Religion, and of course, Romance. The toughest part of making this post was trying to figure out where to begin and where to end!

I'll finish here for now but I'd love to hear from you all out there - What non-combat activities do you and/or your gaming group enjoy? 

Now on to more harrowing Halloween fun...

AD
Barking Alien



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