Learning from Star Trek
I've been watching a lot of Star Trek: The Next Generation lately. It had always been my personal favorite Trek series as it was the one I grew up watching the most. But I never realized how some of the lessons from the show could be used in roleplaying until now. Don't believe me? Read on as I try to explain my line of reasoning. #1: Conflict, not Combat. Contrary to the picture of O'Brian up there, a large number of Next Generation episodes had little or no combat. Now, compare to 4e, which actively encourages all problems to be resolved through combat encounters. A good GM will avoid this problem and craft a good plot for his players to enjoy regardless, but often a poor GM will just fall back on using combat to handle any given situation. Going to meet the king to discuss building a new drainage ditch in your hometown? Assassins jump out and ambush you. Going to the hairdressers to get a new coif? Assassins will jump out and ambush you. A plague is ravaging the land? Do