My group had one episode in which the goal was to encase an ally with a terminal illness in carbonite (to keep him alive until a cure could be completed). The PCs had to wine and dine Lando to clear their criminal records left over from the Jewel of Yavin. They had to do mechanical checks and medical checks to give the freezing process the best chance of not killing their ally. They had to medically and psychologically support their suffering ally during the run-up. And they had to navigate the underworld of Cloud City, making deals between shady organizations to gain access to a freezing facility that would let them try their crazy scheme. It was a satisfying adventure, and one thing that was notable about it was how little combat was involved. It got me thinking.
While combat can be exciting, there are other types of encounters that could also be a satisfying way to solve the main problem of an episode/session. I am looking for some suggestions, either things you have GM'd or ideas you have for non-combat story climaxes. Here are some examples of what I mean.
- Locating a missing person. If they were kidnapped, then combat with the perpetrators might be considered the most likely climax. But if the person is lost, or shipwrecked, or has already made some progress in freeing themselves, then the investigation and the tracking is the focus.
- Winning a race. This is not necessarily a sporting event. It could be a matter of trying to beat a rival smuggling crew to a customer, and the first one to the delivery point gets paid the better rate. This could be an opportunity for using social contacts or technological skills to improve your chances.
- Obtaining an important contact. This could be a "social combat" situation, such as winning a debate, to sway an important NPC to back the PCs' group instead of that of a rival. My group did something like this in Beyond the Rim.
- Destroying an artifact. My PCs were commissioned to destroy the "darkness" coming from a location. While there were some skirmishes with cultists, those mostly fled, and the focus was on destroying the crystal that fueled the Dark Side vergence and getting allies to safety as the place collapsed. A similar type of thing could be done in a technological setting, with sabotaging a reactor or something like that.
So what types of non-combat climaxes have worked in your groups? Or what ideas do you have to try?