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Always with the killing
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<blockquote data-quote="amerigoV" data-source="post: 5296512"><p>Re:combat/violence</p><p></p><p>I'll split this into two areas - rules and gameplay.</p><p></p><p>Rules tend to be combat focused to prevent a fight in the real world. Players want to know the resolution system for their PC in a dangerous situation is fair. Thus, most of a rules book will center around combat rules.</p><p></p><p>Gameplay: How many GMs are good at doing anything else in a game? The conduit to the world is sitting in one chair - the GM. Running a good horror game (not just a zombie mash) requires a lot of thought, prep and mood building. A GM needs to be very good at description (meaningful, not just a bunch of words) and leaving multiple layers of clues if you are going to run an investigation game. </p><p></p><p>So I'll ask the question - have you developed the skills to make a less combat oriented game exciting to play? If your game consists of PCs walking around talking to the baker and the blacksmith, then I guarantee a fight will break out if you wanted one or not. I can do that in RL, I am not wasting my gaming time doing it.</p><p></p><p>Also, have you tried different genres? Fantasy is almost defined by "kill monsters and take their stuff." </p><p></p><p>Finally - combat is fun and it involves everyone at the table. If you are going to do something less combat oriented, you need to ensure the spotlight gets moved around to everyone.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5296512"] Re:combat/violence I'll split this into two areas - rules and gameplay. Rules tend to be combat focused to prevent a fight in the real world. Players want to know the resolution system for their PC in a dangerous situation is fair. Thus, most of a rules book will center around combat rules. Gameplay: How many GMs are good at doing anything else in a game? The conduit to the world is sitting in one chair - the GM. Running a good horror game (not just a zombie mash) requires a lot of thought, prep and mood building. A GM needs to be very good at description (meaningful, not just a bunch of words) and leaving multiple layers of clues if you are going to run an investigation game. So I'll ask the question - have you developed the skills to make a less combat oriented game exciting to play? If your game consists of PCs walking around talking to the baker and the blacksmith, then I guarantee a fight will break out if you wanted one or not. I can do that in RL, I am not wasting my gaming time doing it. Also, have you tried different genres? Fantasy is almost defined by "kill monsters and take their stuff." Finally - combat is fun and it involves everyone at the table. If you are going to do something less combat oriented, you need to ensure the spotlight gets moved around to everyone. [/QUOTE]
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