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*TTRPGs General
What TTRPGs Excel At Not Having Combat?
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<blockquote data-quote="JConstantine" data-source="post: 9789866" data-attributes="member: 7052620"><p>Based on a quick glance at my collection:</p><p></p><p><strong>Arkham Horror</strong>/<strong>Call of Cthulhu</strong>: Mostly investigatory. Combat isn't non-existent, but it shouldn't be a desirable option.</p><p><strong>City of Mist</strong>/<strong>Hard City</strong>/<strong>A Dirty World</strong>: All focus on noir investigation, but fisticuffs are a possibility, so probably falls foul of your criteria. City of Mist has characters imbued with powers so probably the worst offender.</p><p><strong>Cortex Prime</strong>: Not really a game, so much as a toolkit for making one yourself, so you can customise it to fit.</p><p><strong>Kids on Bikes</strong>/<strong>Tales from the Loop</strong>/<strong>Things from the Flood</strong>: They all have you playing as preteens/teens (not to everyone's taste) and draw from the "kids on bikes" subgenre, where combat isn't typically a thing that happens. And when it does, tends to be hitting something with a hard object and legging it. Adventures in TftL and TftF typically revolve around weird events caused by experimental physics.</p><p><strong>Monsterhearts</strong>: Teen high school drama where characters are secretly supernatural creatures (as allegory for the adolescent experience). Potential for physical conflict would generally be a schoolyard scrap.</p><p><strong>Raven</strong>: Gothic horror inspired by the works of Edgar Allen Poe. Ghost stories and mysteries. Threats are spectres, curses and the like, so good luck physically fighting that.</p><p><strong>Star Trek Adventures</strong>: It's Star Trek, so combat should always be a last resort/failure state.</p><p><strong>Vampire: The Masquerade</strong>: Specifically, V5. Older editions facilitate a "trenchcoats and katanas" or "supers with fangs" approach, but that's deemphasised by V5's mechanics. Often plays as a supernatural mafia, which has the potential for violence (and there are powers for it), but socio-political intrigue and occult investigation are common.</p><p><strong>World Wide Wrestling</strong>: Pro Wrestling. Staged fights in the ring are obviously a big portion, but actual combat is not generally a thing.</p><p></p><p>This has really driven home just how many RPGs utilise physical conflict as a driving force.</p></blockquote><p></p>
[QUOTE="JConstantine, post: 9789866, member: 7052620"] Based on a quick glance at my collection: [B]Arkham Horror[/B]/[B]Call of Cthulhu[/B]: Mostly investigatory. Combat isn't non-existent, but it shouldn't be a desirable option. [B]City of Mist[/B]/[B]Hard City[/B]/[B]A Dirty World[/B]: All focus on noir investigation, but fisticuffs are a possibility, so probably falls foul of your criteria. City of Mist has characters imbued with powers so probably the worst offender. [B]Cortex Prime[/B]: Not really a game, so much as a toolkit for making one yourself, so you can customise it to fit. [B]Kids on Bikes[/B]/[B]Tales from the Loop[/B]/[B]Things from the Flood[/B]: They all have you playing as preteens/teens (not to everyone's taste) and draw from the "kids on bikes" subgenre, where combat isn't typically a thing that happens. And when it does, tends to be hitting something with a hard object and legging it. Adventures in TftL and TftF typically revolve around weird events caused by experimental physics. [B]Monsterhearts[/B]: Teen high school drama where characters are secretly supernatural creatures (as allegory for the adolescent experience). Potential for physical conflict would generally be a schoolyard scrap. [B]Raven[/B]: Gothic horror inspired by the works of Edgar Allen Poe. Ghost stories and mysteries. Threats are spectres, curses and the like, so good luck physically fighting that. [B]Star Trek Adventures[/B]: It's Star Trek, so combat should always be a last resort/failure state. [B]Vampire: The Masquerade[/B]: Specifically, V5. Older editions facilitate a "trenchcoats and katanas" or "supers with fangs" approach, but that's deemphasised by V5's mechanics. Often plays as a supernatural mafia, which has the potential for violence (and there are powers for it), but socio-political intrigue and occult investigation are common. [B]World Wide Wrestling[/B]: Pro Wrestling. Staged fights in the ring are obviously a big portion, but actual combat is not generally a thing. This has really driven home just how many RPGs utilise physical conflict as a driving force. [/QUOTE]
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