There are a lot of risks here as a DM. What happens if they go where you haven’t planned? What happens if they start a fight with someone you haven’t fleshed out?
Be warned, you are leaving things wide, wide open for the players. This means that they will go and do things you are not prepared for. What do you do? You get prepared.
Prepare a few encounters. The most likely that they will face. Get some monster cards for some human guards. Or if you are in elf land, some elves. Make up a goblin encounter for when the party decides to sleep in the woods. And then treat any “special” NPC’s just as you would any normal character in terms of game mechanics. Just change the flavor a bit.
Finally, practice negotiating with the PC’s. Just because they start a fight doesn’t mean you have to end it. Sue for mercy. Surrender. Offer a compromise. There is no need to flesh out combat stats for something that just lays down its weapons and sues for peace. Either the characters will slaughter it outright or they will role-play, and trust me it isn’t very fun to just slaughter stuff, especially when the possibility of becoming discovered as murderers is real.
The big question on the backs of some (if not all) of your minds is what about XP and treasure? Aren’t these fundamental to the system?
Of course they are. So get together your little treasure packets. Just like you would if you were having a normal combat game. Hand out the treasures after the characters do something interesting. They spend their time gambling, or working hard to win a chess tournament – very good. Hand them out a couple of treasure packets and XP for beating a hard encounter. If they fail, hand out less XP and less treasure.
If they find out where the Duke’s daughter is being held, let the Duke award them with a treasure packet. Give them XP for their level. If they get her back then give them another packet and more XP. That nifty chart in the DMG that outlines the target XP awards for an encounter by level is ideal for this.
No go and play nice!
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