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Violence and D&D: Is "Murderhobo" Essential to D&D?
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<blockquote data-quote="GrahamWills" data-source="post: 8021298" data-attributes="member: 75787"><p>Frankly, D&D is one of the most pro-combat of any of the popular, or even semi-popular games out there. It came from a historical background of being about combat and has strongly stuck with its theme. Super-hero games might be more about combat, but if you're looking in the fantasy genre, D&D is all about combat and so pretty much any other choice will be less combat-heavy.</p><p></p><p>If you want a game that typically is played with zero combat, you're into niche games. <strong>Hillfolk</strong> (<strong>DramaSystem</strong>), <strong>Bluebeard's Bride </strong>and many Indie games offer options here. These are games that focus on inter-personal relationships. In my experience, games that focus on relationships rarely feature combat (but can have a lot of violence)</p><p></p><p>If you want games that by design prioritize non-combat, then investigative games are a good art to look in: <strong>Call of Cthulhu</strong>, <strong>Trail of Cthulhu</strong> and other <strong>GUMSHOE</strong> games are probably the big popular ones. In investigative games, combat is an option, but it's a less common one and often a bad choice. In my experience, combat takes up less than 20% of time in investigative games.</p><p></p><p>Then there are a large set of games that have fairly balanced rules for combat and non-combat. These are systems where one campaign may see a lot of combat, and another very little. <strong>FATE </strong>and <strong>Numenera</strong> are examples I have played and run that can vary quite a bit, but the system does not have a bias to combat over non-combat. If I had to put a number on these, I'd say that combat is between 25%-50% of the time when I run campaigns, but I likely am a bit biased to con-combat for these campaigns when I run them.</p><p></p><p>Then there are systems that are all about combat. <strong>D&D</strong> and <strong>HERO</strong> are clear examples. You can play a non-combat style in them, but you're ignoring 80% of the rules if you do and so there's really little point. Some variants encourage non-combat options more than others (I quite like <strong>13th Age</strong>) but overall, these systems are built on the expectation that combat will era. regular occurrence.</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 8021298, member: 75787"] Frankly, D&D is one of the most pro-combat of any of the popular, or even semi-popular games out there. It came from a historical background of being about combat and has strongly stuck with its theme. Super-hero games might be more about combat, but if you're looking in the fantasy genre, D&D is all about combat and so pretty much any other choice will be less combat-heavy. If you want a game that typically is played with zero combat, you're into niche games. [B]Hillfolk[/B] ([B]DramaSystem[/B]), [B]Bluebeard's Bride [/B]and many Indie games offer options here. These are games that focus on inter-personal relationships. In my experience, games that focus on relationships rarely feature combat (but can have a lot of violence) If you want games that by design prioritize non-combat, then investigative games are a good art to look in: [B]Call of Cthulhu[/B], [B]Trail of Cthulhu[/B] and other [B]GUMSHOE[/B] games are probably the big popular ones. In investigative games, combat is an option, but it's a less common one and often a bad choice. In my experience, combat takes up less than 20% of time in investigative games. Then there are a large set of games that have fairly balanced rules for combat and non-combat. These are systems where one campaign may see a lot of combat, and another very little. [B]FATE [/B]and [B]Numenera[/B] are examples I have played and run that can vary quite a bit, but the system does not have a bias to combat over non-combat. If I had to put a number on these, I'd say that combat is between 25%-50% of the time when I run campaigns, but I likely am a bit biased to con-combat for these campaigns when I run them. Then there are systems that are all about combat. [B]D&D[/B] and [B]HERO[/B] are clear examples. You can play a non-combat style in them, but you're ignoring 80% of the rules if you do and so there's really little point. Some variants encourage non-combat options more than others (I quite like [B]13th Age[/B]) but overall, these systems are built on the expectation that combat will era. regular occurrence. [/QUOTE]
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