Ginnel
Explorer
Hmm I don't think your question is correct, what you seem to explain in your post is "Is there a Relationship between Game Lethality and non violent solutions?"I've been diving into some new RPG's of late. Not playing them, yet, but reading them. One thing I've noticed is an underlying assumption (and sometimes not so underlying) that if you ramp up the lethality of combat, and make recovery from damage much more difficult, you will reduce the level of violence in your game. As a corollary of this, the presumption seems to be that players will role play more as they actively work to avoid combat.
Do you think this bears fruit in play? Can you push players to role play by simply making combat so unappealing that they won't have a choice?
If you're roleplaying a group of hot headed aggressive types then going into combat is roleplaying.
Roleplaying to me is doing what your character would do, if that involves talking a lot fine, if it involves fighting a lot fine, although you should choose to play characters that fit the style of game that your DM is saying he's going to run.
But does a Highly Lethal game promote roleplaying as I define it, no I don't think so the only thing that helps that is a DM and other players who encourage it.
Does a highly lethal game promote non violent solutions, I don't think so unless the DM explains to the players that the system is a highly lethal one and they should probably choose to play characters who are less hot headed and more diplomatic.