this post was submitted on 30 Jan 2026
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Dungeon delving is probably the default mode of play, and best supported by the rules, but that does not mean it has to be at the center of every session. characters still have a charisma score for social checks, they still have backgrounds that can give them advantages in a given situation, if the dm grants them, it's just more free form and less guided.
for example one of my players rolled up a thief with pretty high charisma with the "noble" background, we decided that he belonged to a lower house before adventure called and he fell into disgrace, nothing major but with enough renown that his sigil ring would be recognized in parts of the world which gave them an in with an opportunistic mayor hoping for a favour. roles where mostly used if i was not sure how the mayor would react to offers of vague promises in exchange for information or making sure the city guards would not be patrolling the harbour during the night so they had a chance to inspect the shipment of a merchant they believed to be a supporter of an evil cult.
stuff like that does not need much support from the rules, just something to resolve questions the dm does not know the answere to and people being able to improvise a bit. neither of us knew much about that low noble house, i don't even think the sigil ring was my idea, but they are now a thing. they are magical and hurt everyone trying to wear them who does not belong to the house and my players house apparently controls some fruitful tracts of lands and is known for a very sturdy horse breed.