kitsune9
Adventurer
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?
I would agree with your observation. Another aspect is that combat can happen but depending upon the mechanics, it will come down to two factors--how much protection can you get and then get into a fight, or who can ambush who first. If players realize that the game's lethality can be bypassed by simply buying heavy armor or ambushing their enemies, then combat is still likely to occur.
Overall, if players know that combat is a lethal matter with little chance of recovery, then the odds that they'll be roleplaying more is in your favor. However, it then becomes a matter of taste for your players--are they the types who can go a four hour session without blasting something? I can't, I'm definitely need to roll dice and occasionally get in a fight. That's just what I look for in a game.