doctorbadwolf
Heretic of The Seventh Circle
I don’t mean that in the sense where escaping from a battle that isn’t going your way is better than the alternative, I mean more…games that have a feel where fighting is sometimes an option but a lot of times the way to win is to outsmart and get away from something, like Jack escaping the giant at the top of the beanstalk.
So, again, not a game where the “normal” win state is to defeat an enemy, but one where there is conflict, there can be fighting, but getting away/getting away with something is also often the win state.
Does this even make sense?
Like Cthulhu related games tend toward parts of this, except they also tend toward a state where you aren’t going to win.
I haven’t played Cubicle 7’s Doctor Who game, but I imagine it is skewed heavily toward never using combat as the solution.
Monster of The Week maybe? I haven’t played quite enough to say, and we had a campaign that was much more Buffy than it was X-Files, so fighting monsters was pretty heavily the focus. I plan on taking a more detailed look at that game, but any further recommendations would be useful.
If you have achieved that dynamic in your traditional games, how did you do it? I do not mean, to be super clear, the dynamic of avoiding combat in early D&D because it’s super deadly. I mean actually making the win state of a scenario with a problem that is dangerous be things other than “one side is violently defeated”.
So, again, not a game where the “normal” win state is to defeat an enemy, but one where there is conflict, there can be fighting, but getting away/getting away with something is also often the win state.
Does this even make sense?
Like Cthulhu related games tend toward parts of this, except they also tend toward a state where you aren’t going to win.
I haven’t played Cubicle 7’s Doctor Who game, but I imagine it is skewed heavily toward never using combat as the solution.
Monster of The Week maybe? I haven’t played quite enough to say, and we had a campaign that was much more Buffy than it was X-Files, so fighting monsters was pretty heavily the focus. I plan on taking a more detailed look at that game, but any further recommendations would be useful.
If you have achieved that dynamic in your traditional games, how did you do it? I do not mean, to be super clear, the dynamic of avoiding combat in early D&D because it’s super deadly. I mean actually making the win state of a scenario with a problem that is dangerous be things other than “one side is violently defeated”.