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Almost all the role-playing events I organized were combat-focused, meaning dungeon crawls, boss fights, waves of enemies, etc. Usually with a loot system or a shop between battles. And everything was quite ordinary there: various undead, cultists, mechanisms, demons, etc. I liked adding puzzle elements or secrets to these battles. Moreover, in events, there was usually a system of multiple lives per character. If my memory serves me correctly, no one died completely even once in my events.
This is how I differed from my friend, where the chances of survival in an event were slim. There, you would die anyway, sooner or later. Unlike Revan, my friend always aimed to kill the players.
At the same time, I always wanted to run story-driven events, but for some reason, people would drop out of them. Perhaps few people liked the dialogues, or the setting was too good for battles.