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Why are we okay with violence in RPGs?
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<blockquote data-quote="Bedrockgames" data-source="post: 7621988" data-attributes="member: 85555"><p>I just think RPGs are generally harder to run without them than they are without social mechanics. Doesn't mean you have to have them. You can just use fiat if you want. But I think you will run into more contention if and when combat comes up if it isn't perceived to be a fair system. </p><p></p><p>What I will say is I don't think having zero combat mechanics is the best way to discourage combat. Players can still pursue combat mechanics even if you don't have them (you will just be forced to figure out mechanics on the fly if they push for combat). In my experience the best ways to discourage combat are to make adventures where there are plenty of non-combat solutions, be open to non-combat solutions and use lethal combat systems. If the combat systems are sufficiently lethal, I find players tend to lean on smarter solutions to problems.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7621988, member: 85555"] I just think RPGs are generally harder to run without them than they are without social mechanics. Doesn't mean you have to have them. You can just use fiat if you want. But I think you will run into more contention if and when combat comes up if it isn't perceived to be a fair system. What I will say is I don't think having zero combat mechanics is the best way to discourage combat. Players can still pursue combat mechanics even if you don't have them (you will just be forced to figure out mechanics on the fly if they push for combat). In my experience the best ways to discourage combat are to make adventures where there are plenty of non-combat solutions, be open to non-combat solutions and use lethal combat systems. If the combat systems are sufficiently lethal, I find players tend to lean on smarter solutions to problems. [/QUOTE]
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