One of the most impressive moments I've experienced in a rpg as a player was in Runequest campaign, where my character wanted to learn some more spirit magic, healing this time. The following text tells how the learning was handled - the GM running the game is quite exceptional GM and I've learned a lot from him.
Pacifism is a type of hindrance/disadvantage/flaw that works very differently in different types of games. In most games I play or run, no-one would take the pacifism unless there's a work-a-round against it's limitations - and I can't blame anyone for that, as these games usually have at least one combat each session, and usually everyone's most eagerly waiting for those combats! And they often are the most exciting parts of a game session.
The story starts where the previous session ended. Doris, Falchor and Godzul have been jailed for drunken hooliganism, and Tereis had been carousing elsewhere, surprisingly having not got into this big trouble. This shows an excellent example of how after adventure partying can set up the next adventure!
Today, I finally started my Beasts & Barbarians campaign. We were able to start after our little girl got to bed and played more than 4 hours. Savage Worlds wasn't that fast this time, the last fight of the night took quite long. Still, it was eventful and full of action, so I don't think a bit of slowness was a bad thing. And as everyone's getting more experience with the system, I have no doubts about the fights getting faster.
The campaign continues after a half-year party! Falchor's player has left the game and a new player has entered the game. Godzul's player wasn't present and Falchor was looking for Godzul (who apparently was arrested for Drunken hooliganism, just like Doris - together they had somehow become owners of an tavern!). The group met near the marketplace where an execution was about to take place.
Situation continues where the heroes are watching the bridge where they are supposed to give the ransom for Zira, the barmaid. Kylis's player was late, Tereis and Würful moved to the other side of the river (poorer part of the town) while Doris waited on their own side of the bridge for the midnight. Würful spent some time in tavern but made both his smart and vigor check to be at the scene in time and in a good condition. Godzul's and Sonam's players weren't present. Some of the group wondered if not-so-bright -looking Gor could really have devised Zira's kidnapping.