On occasion, I have run Dungeons & Dragons sessions which have not featured combat. I beat myself up for years afterwards agonising about them.
Or rather, no, I don’t agonise about them later. They’re a valid part of the Dungeons & Dragons experience. What matters is if everyone has fun.
Now, it is most likely that, just because you're playing Dungeons & Dragons, you enjoy having combat in your TTRPG sessions. And so most scenarios include it – or at least the potential for combat.
— Merric Blackman (@MerricB) September 17, 2021
The “no combat” adventure is far worse when a group of strangers sit down at a convention table expecting the “standard” D&D experience, and don’t get it.
In these cases, advertising is key. Note that there is a group dynamic here to be aware of: If two players want combat, and they're overruled by the rest of the group for the session so they never get the chance, that is likely two players who go home very disappointed.
That's not something I want.
— Merric Blackman (@MerricB) September 17, 2021
A situation that can be solved in more than one way is fantastic. I love them. But when that enables a group to run roughshod over the desires of some players at the table it is more problematic. For an Organised Play scenario, I tend to want a mix of encounter types, so all types of players have something they can participate in. Some role-playing/acting, some combat, and some situations that can go either way.
— Merric Blackman (@MerricB) September 17, 2021
“The Wild Beyond the Witchlight” is advertised as an adventure that potentially could have no combat, depending on player choices.
So, if you’re DMing this adventure, check with everyone in your group individually if that’s what they want. One of the great joys of D&D is playing a game that can appeal to many different player types. Find some friends, and enjoy the diversity of play experience!
— Merric Blackman (@MerricB) September 17, 2021