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General Tabletop Discussion
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Moral Dilemma: Killing and Deaths in RPGs
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<blockquote data-quote="BrokenTwin" data-source="post: 8444955" data-attributes="member: 7017978"><p>I definitely still enjoy violence-heavy games, but I've also had a yearning for fun non-violent gameplay as well. If a video game RPG gives me mechanical support for a pacifist run, I'm going to try for it.</p><p></p><p>For tabletop, I find running/playing non-violent RPGs significantly harder. Part of that is just that my D&D upbringing was on kill-em-all dungeon crawling, another part is that my current groups prefer systems where violence is a primary option (D&D), and a third part is just that violence is a really easy conflict to gamify. Heck, there's literally thousands of threads across the internet where people will advocate that social conflict shouldn't have any mechanical weight at all, relying entirely on the player's mental and social skills, but I've never seen anybody advocate the same for physical conflict.</p><p></p><p>D&D has never provided strong mechanical support for non-violent resolution. Sure, you've got the social skills (Bluff/Diplomacy/Intimidate/Insight), but they doesn't provide nearly the same level of engagement that multiple interlocking systems provide for combat (hit points, armor class, feats, equipment, saves, spells, and class features are all primarily about improving your combat viability).</p><p></p><p>But, like others have said, there's plenty of tabletop RPGs out there nowadays that provide strong support for non-violent resolution. Currently on my to-try list is Ryuutama and Mouse Guard. Both assume SOME combat, but it's a much smaller part of the system, with plenty of crunch for other areas of gameplay.</p></blockquote><p></p>
[QUOTE="BrokenTwin, post: 8444955, member: 7017978"] I definitely still enjoy violence-heavy games, but I've also had a yearning for fun non-violent gameplay as well. If a video game RPG gives me mechanical support for a pacifist run, I'm going to try for it. For tabletop, I find running/playing non-violent RPGs significantly harder. Part of that is just that my D&D upbringing was on kill-em-all dungeon crawling, another part is that my current groups prefer systems where violence is a primary option (D&D), and a third part is just that violence is a really easy conflict to gamify. Heck, there's literally thousands of threads across the internet where people will advocate that social conflict shouldn't have any mechanical weight at all, relying entirely on the player's mental and social skills, but I've never seen anybody advocate the same for physical conflict. D&D has never provided strong mechanical support for non-violent resolution. Sure, you've got the social skills (Bluff/Diplomacy/Intimidate/Insight), but they doesn't provide nearly the same level of engagement that multiple interlocking systems provide for combat (hit points, armor class, feats, equipment, saves, spells, and class features are all primarily about improving your combat viability). But, like others have said, there's plenty of tabletop RPGs out there nowadays that provide strong support for non-violent resolution. Currently on my to-try list is Ryuutama and Mouse Guard. Both assume SOME combat, but it's a much smaller part of the system, with plenty of crunch for other areas of gameplay. [/QUOTE]
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