I never play official FFG adventures, but I love to mine them for ideas. My favorite thing to find in adventure books is new encounter mechanics--think of the racing system in Jewel of Yavin, that's the best example. I love springing new encounters on my PCs that don't just involve combat or ordinary skill checks. Occasionally I also have an idea of my own for a somewhat new and different mechanic for an encounter.
It occurs to me that other GMs might have some ideas that I could make use of. So this thread is a clearinghouse for ideas about new or variant rules for cool encounters.
To give you an idea of what I have in mind, here's one I've used:
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TESTIMONY
One of my PCs was called to the stand in a trial prosecuting the villain from the previous adventure. We handled this sort of like a social combat encounter between the bad guy's attorney and the PC, but instead of trying to knock down each other's strain, the goal was to impress the jury.
So we treated it as a race to 10 total successes. Each question (from the lawyer) or answer (from the PC) was an "attack." Questions used Charm or Negotiate, or Deception if they were leading questions intended to mislead the jury. Answers used Charm if truthful, Deception if untruthful. The opponent's Discipline was used for difficulty.
Spending an advantage together with one of your own successes could be used to reduce the enemy's success total by 1, giving a defensive answer. Triumphs could be spent on things like tripping up the opponent, "staggering" him and keeping him from "attacking" for a turn. We liked this variation on the ordinary social combat rules.
Another idea I've toyed with is using the chase rules in a social encounter, with social skill checks replacing the Pilot/Athletics rolls. Haven't thought of what sort of in-game situation would work best for that mechanic, though.
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What alternative mechanics have you used in your games? And/or, what are some you've thought up but haven't used? Basically, I'm looking for cool ideas that provide alternatives to skill checks or combat as ways of driving encounters.