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<blockquote data-quote="steenan" data-source="post: 6291833" data-attributes="member: 23240"><p>It can be done and I have done it. But it requires three things:</p><p></p><p>1. Honest conversation. You need to tell your group that you'd like to try another playstyle and make sure if they are interested in less combat focused play. Because if they are not, you won't succeed in changing their habits.</p><p></p><p>2. If they are interested, it still requires some time. The best approach is to run several games set up in such a way that non-combat solutions are more efficient. As long as violence works as a universal solution, people will keep using it out of habit. If you're talking with someone you treat as an opponent and talking doesn't work well, escalating to combat is a natural next step. But if you're exploring (as in "learning about the world and how it works", not "going through dungeons"), or engaging in a romance, or trying to stop a plague, or negotiating a trade agreement, then violence is just not an option.</p><p></p><p>3. To encourage less violent approach, games need to contain non-antagonistic (and maybe not goal oriented at all) interactions. Getting to know NPCs and maybe befriending them. Learning interesting facts about the setting. Engaging in local customs and religious rites. And so on.</p></blockquote><p></p>
[QUOTE="steenan, post: 6291833, member: 23240"] It can be done and I have done it. But it requires three things: 1. Honest conversation. You need to tell your group that you'd like to try another playstyle and make sure if they are interested in less combat focused play. Because if they are not, you won't succeed in changing their habits. 2. If they are interested, it still requires some time. The best approach is to run several games set up in such a way that non-combat solutions are more efficient. As long as violence works as a universal solution, people will keep using it out of habit. If you're talking with someone you treat as an opponent and talking doesn't work well, escalating to combat is a natural next step. But if you're exploring (as in "learning about the world and how it works", not "going through dungeons"), or engaging in a romance, or trying to stop a plague, or negotiating a trade agreement, then violence is just not an option. 3. To encourage less violent approach, games need to contain non-antagonistic (and maybe not goal oriented at all) interactions. Getting to know NPCs and maybe befriending them. Learning interesting facts about the setting. Engaging in local customs and religious rites. And so on. [/QUOTE]
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