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Why are we okay with violence in RPGs?
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<blockquote data-quote="Bedrockgames" data-source="post: 7622010" data-attributes="member: 85555"><p>Again, I think there is a big difference between combat and non-combat situations here. I've certainly seen people upset about the 18 CHR paladin thing, but that still doesn't require a whole system dedicated to social mechanics. It just requires the GM stay on the ball and fairly incorporate the CHR score. At the same time, I've not seen nearly as many fights and arguments over this sort of thing as I have over combat issues. I just think combat is much more open to contention. And I find it fairly easy to run a game without non combat mechanics. </p><p></p><p></p><p></p><p>That would be a pretty bad strategy long term in a lethal combat system. Most systems don't guarantee you get to go first every combat. Even if you have a high Speed (or whatever is used to determine initiative order) there are always people out there who are fast or faster. If it is a game with guns, and guns can potentially kill in a single hit, my experience is people really hedge their bets when violence arises and they generally try to avoid violent solutions when safer ones are feasible. Obviously if violence is inevitable in a campaign using such a system, shooting first will be the go to move....but that is almost always the case anyways.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7622010, member: 85555"] Again, I think there is a big difference between combat and non-combat situations here. I've certainly seen people upset about the 18 CHR paladin thing, but that still doesn't require a whole system dedicated to social mechanics. It just requires the GM stay on the ball and fairly incorporate the CHR score. At the same time, I've not seen nearly as many fights and arguments over this sort of thing as I have over combat issues. I just think combat is much more open to contention. And I find it fairly easy to run a game without non combat mechanics. That would be a pretty bad strategy long term in a lethal combat system. Most systems don't guarantee you get to go first every combat. Even if you have a high Speed (or whatever is used to determine initiative order) there are always people out there who are fast or faster. If it is a game with guns, and guns can potentially kill in a single hit, my experience is people really hedge their bets when violence arises and they generally try to avoid violent solutions when safer ones are feasible. Obviously if violence is inevitable in a campaign using such a system, shooting first will be the go to move....but that is almost always the case anyways. [/QUOTE]
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