The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 01:54:31 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Actual Play
Combat-Free Campaigns
Pages:
1
[
2
]
« previous
next »
Author
Topic: Combat-Free Campaigns (Read 2234 times)
Bailey
Member
Posts: 71
Combat-Free Campaigns
«
Reply #15 on:
April 11, 2002, 01:48:31 PM »
You see,
Casablaca
was great because it worked within the framework of the Hollywood studio system. Gershwin's stuff is great because of how it works with the conventions of pop music. And rpgs have a combat chapter as part of their restrictions to work within. All work that is truly worthy embraces its restrictions.
Can't we have a medium without externally imposed conventions?
Sure, it's called life.
Uh... life sucks.
Logged
Signature:
This is a block of text that can be added to posts you make. There is a 255 character limit
HTML is
OFF
BBCode
is
ON
Smilies are
ON
contracycle
Member
Posts: 2807
Combat-Free Campaigns
«
Reply #16 on:
April 11, 2002, 04:07:59 PM »
Ha ha!
I think that violence has lots of "reach", its highly significant to people not directly involved. I certainly don't think it has to be on screen, implied is all that is necessary for motivation. Games being games probably do need to explicity consider inter-player conflict, but this need not necessarily be represented in game by violence. However, "I hit him" can emerge from all sorts of social situations, so again most games with, well, people, probably need to accomodate it somewhere. My main beef is that all too often combat mechanics are far too extensive, more so than necessary, and I'd rather see similar detail expended on other arenas of conflict, to coin Bailywolfs phrase.
Logged
Impeach the bomber boys:
www.impeachblair.org
www.impeachbush.org
"He who loves practice without theory is like the sailor who boards ship without a rudder and compass and never knows where he may cast."
- Leonardo da Vinci
Buddha Nature
Member
Posts: 94
Fear?
«
Reply #17 on:
April 11, 2002, 11:18:52 PM »
Maybe it has something to do with our fear of violence and of losing control. I think (to a certain extent) we play RPG's in order to do things that we cannot do in our real lives. I think oftentimes we play the personas we would like to be like, or those we hate. I also think that RPG's allow us to control life, something that we
definitely
cannot do in reality.
Along these lines is the fact that one of our greatest fears (if you are an animal) is of being hurt - of violence, especially random violence. Hence in RPG's, where we are able to control more than in real life we control violence - sometimes in a way in which we are extra-violent, and in other ways mildly violent. We fear many things in life, loss of control is a big one, and loss of control and the allowance of violence is probably the biggest. As such we control violence in RPG's.
For the most part violence in the real world - in our everyday lives - does not occur, except for random acts of violence. In RPG's we can control this "random" aspect of our new world and our new persona, so we do.
Wow. Think I have a psych background?
-Shane
Logged
Fabrice G.
Member
Posts: 206
Combat-Free Campaigns
«
Reply #18 on:
April 12, 2002, 02:53:50 AM »
Matt,
First, I think that the distinction you made between combat/violence is a good thing.
Second, how would you define combat ? Is one punch equal to an entire fight sequence (in your definition to your question)?
Usually, I try to run low-to-no combat session.
I mostly play in nowdays settings, using (almost) normal people and sending them in dark or weird story.
To limite combat, I use a very simple tactic : trying to run "realistic fights", or explain to the players how I envision a fight and its consequences in the setting. I usually use Takeshi Kitano movies as a reference (not Aniki my brother, it's a week one). Understanding that fights can be very armfull, and can have drastic consequencies is what makes my players reluctant to resort to this kind of "easy" solution.
But the threat of violence is allways there. The fear to fight even enlightens the unease created by violence.
Finally, sometimes, even when I don't want to, a fight explode in the story, but it's allways (hum...often) appropriate to the story, and not some easy, quick solution.
Hope this helps.
Fabrice.
Logged
hyphz
Member
Posts: 157
Combat-Free Campaigns
«
Reply #19 on:
April 15, 2002, 02:42:55 AM »
I once had a session that turned out combat-free. The interesting thing was, nobody had intended it that way - the game was Conspiracy X and at least one character had been defined by combat prowess. Yet as it turned out the players were so careful and sneaky in their investigation that they avoided anyone who might have gotten into combat with them.
Everyone still enjoyed it, though. Why? Well, a number of reasons, I think. Firstly, they had an overarching goal that they could actively progress and actively affect, and which offered them real choices. Secondly, their progress towards it was played out in detail (simulationist level). And lastly, the characters they were playing were radically different from anything the players would have done IRL.
Although it is true that the threat of violence played a part in affecting their actions, so did a number of other factors, most notably the time limit on the scenario.
One other possible cause is that so many games use violence for their gamist element. Are there any games in which the gamist element isn't violence (or narrative metapower)? I can think of some that try, but I don't have enough experience to say if they work or not.
Logged
Pages:
1
[
2
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum