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Any Good Games Where Running Away Can Be A Victory?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8360163" data-attributes="member: 6704184"><p>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. </p><p> </p><p>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. </p><p> </p><p>Does this even make sense? </p><p> </p><p>Like Cthulhu related games tend toward parts of this, except they also tend toward a state where <em>you aren’t going to win. </em></p><p> <em></em></p><p>I haven’t played Cubicle 7’s Doctor Who game, but I imagine it is skewed heavily toward never using combat as the solution.</p><p></p><p>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. </p><p> </p><p>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”.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8360163, member: 6704184"] 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 [I]you aren’t going to win. [/I] 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”. [/QUOTE]
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