Ok, so I ran a session last night and I gotta say, I was virtually thrown out of my seat! We were playing the stuck in the muck adventure. The one with the undead, gree gree and loph?
Well, after the first encounter the gree gree showed up and, well.... Let's just say the group didn't make use of them as expected. But the tripod of the group said "Don't worry, I can get us out of here."
By using eidetic memory he recalled the functions and general workings of the craft, fixing the minor stuff.
By using his micro gear medic disk he repaired any major damage like broken parts and the like.
And by using Wilderness Lore he led the entire group out of the swamp on a successfully repaired air boat.
We've been talking about non-combat applications for a while and some guy managed to completely ignore two out of three encounters in a jaunt with nothing but an iconic tripod because he was able to apply his skills creatively.
I seriously nearly fell out of my chair.








That's totally cool! That's what I'm talking about - it's up to the Players and the GM whether an adventure is combative or non-combative! Use what you have and THINK OUTSIDE THE BOX!!
I hope you gave out LOTS of UP for that!
Untold Co-Creator/Wandering Man!
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