MGibster
Legend
There's a Delta Green campaign called God's Teeth, and in the very first scenario combat is a given. There is simply no viable solution that doesn't involve a great deal of violence brutally inflicted on some very, very bad people in order to achieve a satisfactory conclusion. The players have some control over how that violence is inflicted, but the mission cannot succeed without violence. One of Call of Cthulhu's dirty little secrets is that violence can be shockingly effective. There are plenty of mythos creatures that can be thwarted by a liberal application of bullets, fire, or explosives. Though violence always comes with a cost even if you win. When I'm playing these games, I try to stack the deck in my character's favor as much as possible when engaging in violence. A fail state is when my character is surprised by combat.Call of Cthulhu says so. Mothership says so. D&D never said “don’t fight those monsters, it’ll go badly for you.”
For my entire gaming life, D&D has revolved around combat. Combat isn't a failed state in that game, it's the whole reason we're playing. I don't need to spend every second of every session fighting, but if we go a while without a fight I get antsy. I want to fight!