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Topic: Non-violent Roleplaying
Started by: John Kim
Started on: 5/19/2005
Board: RPG Theory


On 5/19/2005 at 2:39am, John Kim wrote:
Non-violent Roleplaying

OK, so I recently came across some controversy on Vincent's blog, in his post on Paintball and little boy bullshit. This was followed up by Heroes Live, Cowards Die, and apparently stemed from an Adept Press thread on The Forge, Sorcerer Doesn't Scare Me. What's Wrong with Me? -- though that thread is closed.

To bring this to a point about RPGs, I wanted to talk about theoretical approaches toward more non-violent role-playing. I'm not saying there is anything wrong with violence, but I would like to look for ways to encourage non-violent resolution. This is what Emma Wieslander addressed in her article "Positive Power Drama" for Beyond Role and Play. On Vincent's blog, Matt Wilson wrote:

Matt Wilson wrote: RPGs typically set up the rules so that violent acts of aggression are a superior means of resolving situations, and that turning away is failure. There's cool exceptions, though, like Dogs and TSOY.

I found this peculiar, because Dogs in the Vineyard struck me as a highly violent game. Every resolution can potentially be won by escalating to physical violence. So I expect that not only will it be common, but every resolution has the threat of violence behind it. I haven't played The Shadow of Yesterday. It's mechanics are defined generically that they can be applied to violent and non-violent resolution, but mechanics like "Bringing Down the Pain" and damage are extremely suggestive of violence.

Again, nothing wrong with violence in a game. These are fine games. However, I'd like to do more for interesting non-violent resolution. The same applies to games like The Riddle of Steel, Sorcerer, and My Life With Master.

I guess I'd start with examples. I think Breaking the Ice and Nicotine Girls are fairly good examples of non-violent games. While I'm not very active in game design, my Water-Uphill World game was entirely non-violent. It concentrated on the kids growing up and exploring the alien world. In Vinland, about half of the sessions involved violence of some sort. At those time, there was matchmaking and social relations, which was usually about winning someone's respect, proving yourself. (My more recent two games, Buffy and James Bond, were much more violent, though -- possibly why I'm interested in a change.)

Let me start with some ideas:
1) Overwhelmingly, the most important thing has nothing to do with combat. It has to do with providing interesting scenarios which don't involve combat. In particular, I think it's important to downplay interpersonal conflict and competition. I think Breaking the Ice does this pretty well, for example.

2) To categorize more broadly: one option would be having a generic resolution mechanic which doesn't connote or emphasize violence. Another is providing specific resolution mechanics, like Breaking the Ice's relationship mechanics or Ars Magica's magical research.

3) As for combat, one option is simply only providing non-combat resolution, with no options for combat. This is essentially what I did for Water-Uphill World. Another would be to provide a combat system, but make it unrewarding.

So, my question would be examples and ideas for interesting, engaging non-violent games. I know that's pretty broad, but on the other hand, non-violent RPGs are pretty rare. I'm sure that there have been prior threads on the topic, but it seemed topical to recent discussion.

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On 5/19/2005 at 2:45am, TonyLB wrote:
RE: Non-violent Roleplaying

Are you talking about games that reward non-violence, or simply games that don't give violence preferential treatment in the mechanics?

Because almost any game that was designed with attention paid to Mike's Standard Rant #3 will avoid giving mechanical preference to violence. That includes: DitV, Sorceror, InSpectres, Capes, PrimeTime Adventures and probably many, many others I'm less well-versed in.

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On 5/19/2005 at 3:05am, John Kim wrote:
RE: Non-violent Roleplaying

TonyLB wrote: Are you talking about games that reward non-violence, or simply games that don't give violence preferential treatment in the mechanics?

Because almost any game that was designed with attention paid to Mike's Standard Rant #3 will avoid giving mechanical preference to violence. That includes: DitV, Sorceror, InSpectres, Capes, PrimeTime Adventures and probably many, many others I'm less well-versed in.

I'm talking about games that actively encourage and promote non-violence. Actually, I'm not convinced that including a generic mechanic that handles both violent and non-violent action inherently does that. For example, DitV's escalation mechanic explicitly says that while some problems with luck can be solved without violence, violence can solve any problem if non-violence doesn't.

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On 5/19/2005 at 3:09am, lumpley wrote:
RE: Non-violent Roleplaying

I agree with John about Dogs. I hope it's thoughtfully violent, but either way it's violent as all hell.

Primetime Adventures, on the other hand, is a good example of ... well, I guess it's really violence-neutral, isn't it? Its rules simply don't distinguish between violent conflicts and any other kind. Do Capes'? I don't think they do. Universalis' don't. InSpectres' ... don't, I guess - although I'd argue that in assigning stress roles we will inevitably treat violent stresses differently than non-violent stresses. Sorcerer's do. My Life with Master's do, obviously, what with half the conflicts being named "violence" and all. Trollbabe's sort of do, in distinguishing between physical, social and magical.

It's an interesting question.

Essential, I'd think, would be to make certain that in the game's non-violent conflicts enough is at stake.

-Vincent

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On 5/19/2005 at 3:19am, Justin A Hamilton wrote:
RE: Non-violent Roleplaying

Dead Inside encourages positive action, and in a way could say that it rewards non-violence.

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On 5/19/2005 at 3:57am, Noon wrote:
Re: Non-violent Roleplaying

John Kim wrote: On Vincent's blog, Matt Wilson wrote:
Matt Wilson wrote: RPGs typically set up the rules so that violent acts of aggression are a superior means of resolving situations, and that turning away is failure. There's cool exceptions, though, like Dogs and TSOY.

I found this peculiar, because Dogs in the Vineyard struck me as a highly violent game.

Emphasis mine.

Dogs doesn't do that (as far as I know) because it doesn't make violence the superior choice, it leaves it as one choice a character may take, as the player addresses premise. Using violence will say something about the character. While the game may seem a highly violent one, taking away violence from the game as a designer is saying 'No, your not allowed to say that about your character'. Which is a bit crap.

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On 5/19/2005 at 4:48am, timfire wrote:
RE: Re: Non-violent Roleplaying

John Kim wrote: It has to do with providing interesting scenarios which don't involve combat. In particular, I think it's important to downplay interpersonal conflict and competition.

While I agree that coming up with a compelling scenerio/premise (little "p") is crucial, I think downplaying interpersonal conflict and competition is unneccesary. As long as the premise is one where violence is not socially acceptable (imagine the hypothetical "West Wing" RPG), then players won't turn to violence for resolution. I think its as easy as that, though that's just my opinion. I have no personal experience to back up my claim.

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On 5/19/2005 at 4:50am, John Kim wrote:
RE: Non-violent Roleplaying

Noon wrote: Using violence will say something about the character. While the game may seem a highly violent one, taking away violence from the game as a designer is saying 'No, your not allowed to say that about your character'. Which is a bit crap.

Well, this topic is about crap, then. Again, I'm not saying anything bad about violent games, I'm just looking for alternatives. Make another thread if you want to discuss whether non-violent games are a bad thing or not.

Justin A Hamilton wrote: Dead Inside encourages positive action, and in a way could say that it rewards non-violence.

OK, I'm not familiar with Dead Inside, though I've read reviews. You get soul points for following Virtues and overcoming Vices, right? Does it encourage non-violent games in practice? What are adventures like? By comparison, Marvel Superheroes has Karma Points which encouraged being "good guys" -- but there the good guys were terribly violent, so it didn't encourage non-violence but rather heroic violence plus some token non-violent acts.

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On 5/19/2005 at 5:07am, Trevis Martin wrote:
RE: Non-violent Roleplaying

I've been working on Regency Park which is modeled after Jane Austen's novels. Physical violence isn't a big part of the genre, and I'm pretty much only looking to work with social conflict. (I think there is ONE duel mentioned in all her novels and that was mentioned only in passing, you weren't even there.)

So I think there will be some genres where at least the expectations will lean towards non-violence.

best

Trevis

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On 5/19/2005 at 8:33am, J. Tuomas Harviainen wrote:
RE: Non-violent Roleplaying

One game worth noting here is Wraith: the Oblivion. While it contains violence - or at least the potential for it - the emphasis is meant to be on the ethical ramifications of actions. And the idea of resolving things left undone in life favors exploration of emotional issues both positive and negative. Too bad most people seemed to miss how clever the game actually was in this regard.

-Jiituomas

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On 5/19/2005 at 9:21am, Mikko Lehtinen wrote:
RE: Non-violent Roleplaying

It might not be the game you're looking for, but you could play Sorcerer with Humanity=Non-violence. Of course this would mean that the demons would be violent as hell, and the setting would probably be very violent, too. But the reward system would strongly encourage the players to look for non-violent solutions.

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On 5/19/2005 at 9:57am, Marco wrote:
RE: Non-violent Roleplaying

IME, In most fictional narratives that involve violence it is "organic" to the situation (meant in the sense that it is, for a 'good' narrative, a natural outgrowth of the characters and context). In Resivoir Dogs we know--even when we just see these guys sitting around the table eating breakfast--that they are capable of great violence and are doing things that may very well lead them to that.

Despite this, were it an RPG that depicted only what was shown on screen, it wouldn't be "all that violent" (most of the running-time of the movie doesn't involve or revolve around gun-play).

Even more importantly: in Resivoir Dogs most of the conflict is terminated by violence but is not violent throughout (i.e. Mr. White and Mr. Orange's relationship comes to an end through several gun-shots but, really, the tension is about who trusts whom and not whether one person is a superior killer than the other).

This is an example of why I'm very dubious of the conventional wisdom that, for example, combat-systems encourage violence in games (after all: plenty of fiction 'encourages violence' and there is no "combat mechanic" for writing a book).

I'm hard-pressed to think of games that have, literally, had no violence whatsoever but I have had many games in bog-standard combat systems that might have, literally, 33hrs of play and less than 1hr of "combat activity."

I can also think of several recent games I've been in where combat activity was not the resolving action for the game. I'm not sure when you ask for ideas for interesting, non-violent games if you mean systems or instances of gaming, however.

In my experience, the formula for non-violence has been simple: non-violent characters and non-violent context. Given these, a decision to escalate to violence creates natural consequences.

In my experience the motives for violence have also been straight-forward: it's dramatic, exciting, and decisive in ways that most other things aren't (this is also why it's so tempting in fiction).

-Marco

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On 5/19/2005 at 3:08pm, greyorm wrote:
RE: Non-violent Roleplaying

I disagree with Marco's disbelief in the old chestnut, mainly because in my experience of playing games: rules beg to be used. As such, my answer to the non-violence question is simple: make a game where the mechanics reflect non-violent courses of action that have similarly high, decisive stakes, and similar ability to detail and strategize one's actions.

That is, violence is an easy thing to emulate mechanically, and we do it with a load of interesting detail, round-by-round action, and such. Where's a game that has social interaction mechanics that function just like combat? Or romantic relationship mechanics?

If you put the rules down, if they are interesting and have a sort of palpable texture to them, they'll be used. "Resolve it all with one roll" is not usually a good texture, however, and that is often how games handle non-combat situations or tasks. There's nothing to strategize about, no building of dramatic tension, no resources to play and manipulate.

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On 5/19/2005 at 3:17pm, Brendan wrote:
RE: Non-violent Roleplaying

greyorm wrote: I disagree with Marco's disbelief in the old chestnut, mainly because in my experience of playing games: rules beg to be used.

One might even say that system does matter.

greyorm wrote: Where's a game that has social interaction mechanics that function just like combat? Or romantic relationship mechanics?

Not to simply restate two games already mentioned, but Dogs in the Vineyard has the former, and Capes has both.

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On 5/19/2005 at 3:23pm, Marco wrote:
RE: Non-violent Roleplaying

greyorm wrote:
That is, violence is an easy thing to emulate mechanically, and we do it with a load of interesting detail, round-by-round action, and such. Where's a game that has social interaction mechanics that function just like combat? Or romantic relationship mechanics?


(Emphasis added)
Here: http://www.jagsrpg.org/jags/content/GEAR/GEAR.pdf

I'm not surprised you disagree with me (after all, if the viewpoint wasn't virtually canonical here, I wouldn't have posted)--but as most traditional RPG's have at least one foot in the "shared narrative creation bucket" I think that examination of how often rolls of any sort are called for is a fairly meaningful metric when examining play in the context that in other forms of fiction there are no "combat rules" and combat is still a common integral part of the genres most represented in gaming.

I have seen games where there is fast and furious use of social mechanics (and these are bog-standard games I'm talking about here) and games where scenes of high-tension are resolved without any rolls or mechanics whatsoever (much in the same way one would play the board game Diplomacy--save that the 'moves' are based on situational knowledge rather than a map-and-turn structure).

It's easy to say that rules beg to be used (Edited to add: or to say "system does matter" and act as though the specific implications of that are in any way explict or agreed upon), I don't think it's easy to quantify it. It's easy to believe but I don't think it's the sort of assessment that can be proven.

In the end, it may be that for certain sub-sets of gamers the preference for rules-driven interaction with SIS may be far stronger than for others (and it's my belief that that sub-set of gamers is very strongly represented here). That doesn't make a universal truth, however.

Nor does it make violence or lack thereof intrinsic to the presence of a combat system. Combat is, in fact, usually the highest mechanically-driven negative-consequence creation subsystem in any traditional RPG. The risk-factor of non-combat skill rolls is usually far, far lower than combat rolls.

-Marco

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On 5/19/2005 at 4:23pm, John Kim wrote:
RE: Non-violent Roleplaying

Brendan wrote:
greyorm wrote: I disagree with Marco's disbelief in the old chestnut, mainly because in my experience of playing games: rules beg to be used.

One might even say that system does matter.

Hold on. I agree that system matters, but that doesn't mean that any rule will automatically be used. For example, if I include "suicide" in the list of combat maneuvers, that doesn't mean that characters are necessarily going to kill themselves. In my experience, many games have options which will sit unused. More specifically, let me consider three cases:
1) I have a generic resolution mechanic which is used for both violent and non-violent action. (Example: The Pool)
2) I have separate combat and non-combat systems. (Example: Masterbook)
3) I have only a non-combat system, and disallow combat. (Example: Breaking the Ice)

So clearly #3 works to discourage violence. I don't see that #1 is inherently better than #2. I can include a short bit of combat rules, but they are painful and unrewarding. Within #2, if non-violent action is more interesting and/or rewarding, then I can successfully encourage non-violent resolution.

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On 5/19/2005 at 4:33pm, komradebob wrote:
RE: Non-violent Roleplaying

Would adding hard rules that deal with the after effects of violence help? I've seen a number of games ( Jorune comes to mind) that discuss the fact that violence, especially extreme violence, is looked down upon culturally, but there aren't any hard rules to go along with that.

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On 5/19/2005 at 4:38pm, TonyLB wrote:
RE: Non-violent Roleplaying

John: #3 doesn't discourage violence. It simply removes it from the possibilities of the game. If you want to give people a game where the choice of being violent is discouraged then that choice must be present.

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On 5/19/2005 at 4:52pm, Andrew Morris wrote:
RE: Non-violent Roleplaying

I'm really into Breaking the Ice right now, John, but can you point out where it disallows combat? I must have missed that on my first read. Certainly, it doesn't have a combat section, or even mention combat. However, it seems that you could easily have violence or combat. The first thing that comes to mind is violence as a result of a Conflict such as "Insanely jealous" or something along those lines. The system doesn't specifically go into anything like this, but I could see it happening.

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On 5/19/2005 at 4:59pm, Marco wrote:
RE: Non-violent Roleplaying

Andrew Morris wrote: I'm really into Breaking the Ice right now, John, but can you point out where it disallows combat? I must have missed that on my first read. Certainly, it doesn't have a combat section, or even mention combat. However, it seems that you could easily have violence or combat. The first thing that comes to mind is violence as a result of a Conflict such as "Insanely jealous" or something along those lines. The system doesn't specifically go into anything like this, but I could see it happening.


And I think I could (and maybe would) run an ultra-violent game of Nicotine Girls. Sure system matters. Saying how it matters is ... another matter altogether.

-Marco

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On 5/19/2005 at 5:44pm, Brendan wrote:
RE: Non-violent Roleplaying

John Kim wrote: Hold on. I agree that system matters, but that doesn't mean that any rule will automatically be used. For example, if I include "suicide" in the list of combat maneuvers, that doesn't mean that characters are necessarily going to kill themselves. In my experience, many games have options which will sit unused.

Agreed. But I didn't understand Marco to be talking about a list-item "option" within some greater context of conflict resolution; his choice of words--"bog-standard combat systems"--suggests to me initiative, damage, endurance, weapons lists, and so on, everything against which Standard Rant #3 rails.

Every RPG I played pre-Forge (D&D, Palladium, Shadowrun, Marvel, GURPS, multiple Fantasy Heartbreakers) had dozens or hundreds of pages and multiple splatbooks devoted to combat. That's how I understand "bog-standard combat system." What if, to twist John's example and Marco's anecdotal evidence, my hypothetical Game Of Despair devoted a similar amount of space to suicide? What if my group's thirty-three-hour campaign involved only one hour of it? I think everyone here would conclude that we were playing the wrong game.

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On 5/19/2005 at 5:52pm, Brendan wrote:
RE: Non-violent Roleplaying

Andrew Morris wrote: I'm really into Breaking the Ice right now, John, but can you point out where it disallows combat? I must have missed that on my first read. Certainly, it doesn't have a combat section, or even mention combat. However, it seems that you could easily have violence or combat.

Agreed again. John, your list items #1 and #3 are mechanically interchangeable for the purposes of this conversation. The color of Breaking the Ice certainly works to discourage combat, but the mechanics don't.

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On 5/19/2005 at 6:16pm, Marco wrote:
RE: Non-violent Roleplaying

Brendan wrote:
Every RPG I played pre-Forge (D&D, Palladium, Shadowrun, Marvel, GURPS, multiple Fantasy Heartbreakers) had dozens or hundreds of pages and multiple splatbooks devoted to combat. That's how I understand "bog-standard combat system." What if, to twist John's example and Marco's anecdotal evidence, my hypothetical Game Of Despair devoted a similar amount of space to suicide? What if my group's thirty-three-hour campaign involved only one hour of it? I think everyone here would conclude that we were playing the wrong game.


Not everyone here, no. I wouldn't.

I'd start the analysis of game-choice by asking if the game's actual play was successful and enjoyable. The idea that you'd start the analysis of the game by looking at the page-count devoted to various rule-systems compared to their use during play is exactly typical of the weakness of rigorous text-based game analysis applied to actual play as opposed to game-design (if you are runing a specific play-test group you have, defacto, different conditions than many actual groups will, recognizing the difference is, I think, key).*

TROS has a combat system that will either encourage or discourage casual violence in direct porportion to how the participants approach the game rules from a situational standpoint (most naively: are my SA's firing in the direction I wish to fight, less naively, what is the player/GM's level of comfort with losing characters or out-playing each other in edge-condition situations where victory isn't assured by weight of dice-pool).

Traditional games put the non-mechanical consequence mechanism of violence (or anything else, usually) at the situational layer (that is, although you may die in combat--but whether you are hunted down by the police will depend on the circumstances of the combat--something most systems will not determine for you in a mechanical fashion).

This is why I think that for most games if non-violent play is wanted, the place to address it is at the situational layer, not (so much) the mechanical one.

-Marco
* One major difference is that non-playtest groups (i.e. people you don't present the game to in an attempt to learn something from its use) may select the game based on factors that you, as a designer, cannot possibly anticipate (and this is more true the less tightly focused a game design is). They may, in fact, be the "wrong reasons" and the result may be a well designed game from your perspective that still fails to produce fun, functional play.

Even when a segment of play is fun, it may, for example, have more to do with the setting than the mechanics or be due to the expertise of the participants rather than their interaction with the rules. In none of these cases does anyone have the standing to say the group is playing the wrong game if they, themselves, don't agree.

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On 5/19/2005 at 6:54pm, J B Bell wrote:
Definitions

I haven't seen a clear definition of "violence" yet here. Many posts seem to be equating it with physical injury and death, and that's certainly a common notion. However, if you use the word "nonviolence," you're tapping into an interesting area that is often not very well understood.

I'm not sure if this was the original poster's intent, but I'd like to mention that "nonviolence" is understood by its advocates to mean, not merely the absence of violence, but an active force that can enter into situations of violent conflict (whether they are physical, emotional, systemic, or whatever) and prove a superior force. Gandhi got frustrated with the press of the time's equating "nonviolence" and "pacifism" in the sense of "just lie down and take it and hope your aggressor starts to feel bad." That motivated him to change his usage to "soul force," which Dr. Martin Luther King Jr. also adopted.

I agree with the critique that a game "about nonviolence" must include violence as an option, especially if it's in this sense.

John, is this what you had in mind? Or do you mean simply "less physically violent"? At any rate, I think understanding nonviolence in the way I've described above could help to build a credible game that has both violence and nonviolence in it, where nonviolence could be built in as mechanically more advantageous for players.

--JB

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On 5/19/2005 at 7:03pm, Brendan wrote:
RE: Non-violent Roleplaying

Marco wrote: Even when a segment of play is fun, it may, for example, have more to do with the setting than the mechanics or be due to the expertise of the participants rather than their interaction with the rules. In none of these cases does anyone have the standing to say the group is playing the wrong game if they, themselves, don't agree.

I didn't mean to imply that I somehow knew your game was dysfunctional when you didn't, Marco; I apologize if I came off that way. I set my example in the first person in order to separate it from your actual play. You're absolutely right to say that if your game is fun and rewarding, you should keep playing it.

I still don't see how you can reconcile your first sentence in the quote above with the opening thesis of System Does Matter. But that's off-topic, and if you're interested in discussing it further we should take it to a new thread.

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On 5/19/2005 at 7:06pm, Marco wrote:
RE: Non-violent Roleplaying

Brendan wrote:
Marco wrote: Even when a segment of play is fun, it may, for example, have more to do with the setting than the mechanics or be due to the expertise of the participants rather than their interaction with the rules. In none of these cases does anyone have the standing to say the group is playing the wrong game if they, themselves, don't agree.

I didn't mean to imply that I somehow knew your game was dysfunctional when you didn't, Marco; I apologize if I came off that way. I set my example in the first person in order to separate it from your actual play. You're absolutely right to say that if your game is fun and rewarding, you should keep playing it.

I still don't see how you can reconcile your first sentence in the quote above with the opening thesis of System Does Matter. But that's off-topic, and if you're interested in discussing it further we should take it to a new thread.


That was how it came off to me, yes. Especially since it wasn't yourself in the situation that decided you were playing the wrong game (but rather "everyone here"). That's cool though--I get what you are saying.

As to the second: if you start a thread on it and provide a more specific question, I'll be happy to go into detail.

-Marco

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On 5/19/2005 at 7:13pm, John Kim wrote:
RE: Non-violent Roleplaying

Brendan wrote: Agreed again. John, your list items #1 and #3 are mechanically interchangeable for the purposes of this conversation. The color of Breaking the Ice certainly works to discourage combat, but the mechanics don't.

I don't agree. I should clarify -- Breaking the Ice does not explicitly disallow violence, but it provides absolutely no support for it. You can have violence in the game, but it has the same level of support that, say, politics has in The Fantasy Trip. For example, if I have my character get in a fight my date's abusive ex-boyfriend, the rules don't tell me who wins. The only thing the rules resolve is whether our level of attraction goes up. Moreover, it is working uphill to get violence in the first place, since the mechanics specify that the game is about a date between two characters.

This directly discourages combat in a way that, say, Primetime Adventures does not. Put another way. Having only a rewarding combat system, specifying combat-relevant character traits, and supporting combat scenarios encourages combat. Yes? OK, so presumably the opposite can also be true. i.e. Providing support for non-violent actions discourages combat.

Brendan wrote: Agreed. But I didn't understand Marco to be talking about a list-item "option" within some greater context of conflict resolution; his choice of words--"bog-standard combat systems"--suggests to me initiative, damage, endurance, weapons lists, and so on, everything against which Standard Rant #3 rails.

Every RPG I played pre-Forge (D&D, Palladium, Shadowrun, Marvel, GURPS, multiple Fantasy Heartbreakers) had dozens or hundreds of pages and multiple splatbooks devoted to combat. That's how I understand "bog-standard combat system." What if, to twist John's example and Marco's anecdotal evidence, my hypothetical Game Of Despair devoted a similar amount of space to suicide? What if my group's thirty-three-hour campaign involved only one hour of it? I think everyone here would conclude that we were playing the wrong game.

Well, I would certainly agree that the games you list encourage violence. This goes beyond page count, though. For example, there is considerable support in GURPS for vehicle action and combat (including multiple books) -- but I never felt that I was playing the wrong game just because I didn't use vehicle combat. (I felt that I was playing the wrong game because I didn't like the rules I did use.)

To pick another example: first edition Vampire: The Masquerade is one of the few commercial games which had relatively short combat mechanics compared to other activities. There was roughly 1 page for melee combat, 1 page to ranged combat, and a little more for damage. There were also maybe 1.5 pages for social mechanics. The example scenario was a social event, not a mission. While it was a noteworthy effort, I don't think it succeeded in discouraging violence.

Marco wrote: Traditional games put the non-mechanical consequence mechanism of violence (or anything else, usually) at the situational layer (that is, although you may die in combat--but whether you are hunted down by the police will depend on the circumstances of the combat--something most systems will not determine for you in a mechanical fashion).

This is why I think that for most games if non-violent play is wanted, the place to address it is at the situational layer, not (so much) the mechanical one.

I think that both the situational layer and the mechanical layer are important. On the mechanical level, you need for the mechanics of the game to matter. If the game is non-violent, then there has to be support for making non-violent interactions playable, consistent and interesting. It's trivial to, say, take any game and add a rule that you lose 5 XP (or whatever) any time you take a violent action. But this doesn't make the non-violent part interesting.

J B Bell wrote: John, is this what you had in mind? Or do you mean simply "less physically violent"? At any rate, I think understanding nonviolence in the way I've described above could help to build a credible game that has both violence and nonviolence in it, where nonviolence could be built in as mechanically more advantageous for players.

No, I meant less physically violent primarily, though violence can be more than physical. For example, I'm not interested in substituting a non-physical damage meter instead of hit points. That is, I could make a game about wandering around the countryside, having social encounters with people and then forcing them to run out of "status points", and then taking their stuff. This would be a sort of word substitution on a violent game.

I would prefer games which are not about winning interpersonal conflict. i.e. Who beats who. There are other sorts of action: resolving internal conflict, winning the respect of others, learning, communicating, etc.

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On 5/19/2005 at 7:26pm, Marco wrote:
RE: Non-violent Roleplaying

John Kim wrote:
Marco wrote: Traditional games put the non-mechanical consequence mechanism of violence (or anything else, usually) at the situational layer (that is, although you may die in combat--but whether you are hunted down by the police will depend on the circumstances of the combat--something most systems will not determine for you in a mechanical fashion).

This is why I think that for most games if non-violent play is wanted, the place to address it is at the situational layer, not (so much) the mechanical one.

I think that both the situational layer and the mechanical layer are important. On the mechanical level, you need for the mechanics of the game to matter. If the game is non-violent, then there has to be support for making non-violent interactions playable, consistent and interesting. It's trivial to, say, take any game and add a rule that you lose 5 XP (or whatever) any time you take a violent action. But this doesn't make the non-violent part interesting.


No question. I may have overstated the case if I came off as saying that the mechanical layer wasn't important--it's very important--but in a game like, say, GURPS, you can have boring combats as well as boring social stuff: the presence of mechanics alone doesn't make things any more interesting to me.

I think mechanics are very important in terms of play--but I do not think that they "demand use" across a broad spectrum of people as has been stated here (I think that meme's tacit acceptance here is somewhat a product of analyzing games from the POV of game-designers rather than as game-players).

As I've noted before, the sections of game design that get all the focus tend to be the ones that the designers feel will be exciting (Car chases in Bond, net-running in cyberpunk games, etc.) The idea that this is the other way around (the exciting parts of Bond are car-chases, not because it's in the fiction, but rather because there are rules for it, seems, well, reversed to me).

A great deal of RPG-play is in the action-adventure end of the spectrum and it's no surprise that violence is pretty integrated to that. In games I've run that were not especially action-adventure-y (several of which have been written up here) non-violent play was achieved by manipulating the situational layer so that solutions to things happened in spectrums other than the physical one (the Salga Del Mundo game is a good example, I think--the only combat was basically color and happened midway through rather than as a climax).

The presence of the combat system did serve to make that segment nicely dramatic--however it didn't lead the characters (two non-combat characters) to try to solve problems with their fists.

-Marco

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On 5/19/2005 at 7:46pm, MatrixGamer wrote:
RE: Non-violent Roleplaying

John Kim wrote: I would prefer games which are not about winning interpersonal conflict. i.e. Who beats who. There are other sorts of action: resolving internal conflict, winning the respect of others, learning, communicating, etc.


The old joke "An armed society is a polite society" comes to mind.

Violence is always a potential in all situations. The fact that we refrain from it is due to it being a VERY ineffective strategy. This isn't just situational - it has also to do with unspoken but agreed upon rules of society. Hobbes' description of the state of nature being "nasty brutish and short" is right on the money. It's social contract in the 17th century meaning of the term. We passed our power to kill to the state.

An example: I ran a spy game that included gangsters. Players could pursue their spying goals "non-violently" by intrigue, seduction, inflitration, etc. or go in guns blazing. One player opted to recruit all the gangsters. This game used a sculpted terrain board of London and 25mm figures. The player had a huge number of armed men in one place. He felt like he could do anything. When he tried though he found himself surrounded by police. "Ha! I'm better armed." The next turn he was surrounded by the army. If he had not folded, they could have rolled in tanks, planes, bombs, etc. The rules of society put a limit on how violent you can get - the implied threat is always there - do it and you will lose.

I like the idea of not rewarding violence. I also like the idea of setting games in places where violence is not the norm. This doesn't mean giving up conflict - because conflict is not synonymous with violence.

System helps in this goal if non-violent (often indirect route) actions are rewarded with increased chance of reaching the goal. The dice pool idea that I see tossed about here often does this. "Nice politeness, have a cookie." In Matrix Games successful arguments become part of the matrix of the world. So by a series of indirect actions the way can be cleared for any number of actions.

Beyond rules though I think the Taoist idea is the meta rule that thorns appear in the way of armies. Superior power can always be trumped, so why bother going there?

Chris Engle
Hamster Press

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On 5/19/2005 at 9:32pm, Nathan P. wrote:
RE: Non-violent Roleplaying

My main point, and then two thoughts.

Main Point: It seems to me that how a designer treats violence in their games is an important indicator towards the importance they want violence to have in the game world (once the designer is consciously thinking about it, that is). How violence is structured in DitV implies a number of things: that it's everpresent in the Kingdom, that it's always a possibility, but that a Dog can make the conscious choice to avoid its use (not escalate). Making that choice says something about the Dog - violence is meaningful.

Just disallowing violence a'tall sends the message that it's a non-issue, or that theres something unbreachable keeping people in the game world from using it, depending on the context.

So, when speaking about non-violence in an RPG, what do you want that to mean in the context of the game world? It seems to me that the easiest thing to do is just disallow it, right? But say you want it to be present, but always be the worse option to solving a problem - a last resort. Or say you want it to be present, but an option only to be avoided. Or say that you want to limit violence to a certain subset of interactions. All of these scenarios call for different kinds of mechanical re-inforcement.

My point here is that, when considering the question of violence in your design process, you need to decide what you want to say about its use, or its role in your game. There's a number of shades between "violent" and "non-violent," after all.

Thought One:

Someone who wants to play with violence isn't gonna pick up Pacifist: the RPG in the first place, so it seems to me that the agenda of kind of forcing the player to avoid violence is moot, to a degree. Hence, my focus on making a statement with your treatment of violence.

Thought Two:

Marco wrote: Combat is, in fact, usually the highest mechanically-driven negative-consequence creation subsystem in any traditional RPG. The risk-factor of non-combat skill rolls is usually far, far lower than combat rolls.


However, the reward factor for combat actions tends to be proportionally higher than for non-combat, in my experience. I mean, if combat in a game always resulted in the instigators death, then few players would want to start a fight, now would they?

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On 5/19/2005 at 9:51pm, Marco wrote:
RE: Non-violent Roleplaying

Nathan P. wrote:
Marco wrote: Combat is, in fact, usually the highest mechanically-driven negative-consequence creation subsystem in any traditional RPG. The risk-factor of non-combat skill rolls is usually far, far lower than combat rolls.


However, the reward factor for combat actions tends to be proportionally higher than for non-combat, in my experience. I mean, if combat in a game always resulted in the instigators death, then few players would want to start a fight, now would they?


Since you mentioned Investigators, I'd almost think you were talking about Call of Cthulhu--but since combat there usually does result in the investigator's death and few players do want to start a fight, I think you've got to be talking about something else.

In GURPS there is no "reward" for combat that isn't situational (i.e. if it is the most expeident and least negative-consequence resolution to a problem then it's a good choice. If you are in a fancy ballroom with lots of wittnesses and security the combat is probably a poor choice). So the question is really "which games."

I'd say that D&D certainly does encourage combat in the sense that it's a mechanical road to riches.

Traveler, on the other hand, encouraged trade in that regard. Fighting meant you (and your ship) got shot up.

-Marco

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On 5/19/2005 at 9:57pm, Technocrat13 wrote:
RE: Non-violent Roleplaying

pst... Marco...

Nathan said 'instigators', not 'investigators'.

-Eric

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On 5/19/2005 at 10:07pm, Marco wrote:
RE: Non-violent Roleplaying

Technocrat13 wrote: pst... Marco...

Nathan said 'instigators', not 'investigators'.

-Eric


Knew I had to be missing something :)

Still: in CoC (certainly a classic) that's exactly the case.

-Marco

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On 5/19/2005 at 10:59pm, J B Bell wrote:
RE: Non-violent Roleplaying

John Kim wrote:
J B Bell wrote: John, is this ["nonviolence" as used by Gandhi et al.] what you had in mind? Or do you mean simply "less physically violent"? At any rate, I think understanding nonviolence in the way I've described above could help to build a credible game that has both violence and nonviolence in it, where nonviolence could be built in as mechanically more advantageous for players.

No, I meant less physically violent primarily, though violence can be more than physical. For example, I'm not interested in substituting a non-physical damage meter instead of hit points. That is, I could make a game about wandering around the countryside, having social encounters with people and then forcing them to run out of "status points", and then taking their stuff. This would be a sort of word substitution on a violent game.

I would prefer games which are not about winning interpersonal conflict. i.e. Who beats who. There are other sorts of action: resolving internal conflict, winning the respect of others, learning, communicating, etc.


Under the definition of "violence" I use, especially when talking about nonviolence in a sort of peace-activist sense, the "word substitution" you are talking about also counts as violence--seeking to dominate another person so that they do what you want, regardless of what they want. So, though it doesn't seem we use the words exactly the same way, your preference above is something I read as "nonviolence" the way I mean it.

In learning Nonviolent Communication(*), I've done a fair bit of "role-playing" in the therapeutic sense--that is, you pretend to be the guy who's pissed off at me because, say, my dog dug up your rose garden. There is a "gamey" aspect to that role-play, though, in that I'm trying to observe clearly what's going on that you're reacting to, notice what emotions are going on with you, and what needs of yours this points to. Yes, this is all very mushy, touchy-feely so far, I hope you'll bear with it for a bit.

Thing is, it's actually rather thrilling, in a whole different way from trying to figure out "how can I force this guy to shut up and leave me alone," or "how do I prove I'm right and he's an idiot for bitching at me, that wasn't even my damn dog." Noticing what is up with someone on a human level beyond the nasty way they may be expressing themselves is very much a trainable and enjoyable skill.

I think this could be done in a more RPG-ish way, by assigning needs (which are often not very obvious) to the participants in a conflict; maybe some kind of sensitivity rating for characters in terms of noticing others' (and their own, this is very significant) feelings, and so on. You could combine this with triggers, also not necessarily known, which could be put in after the fact if you're using FitM, or before if you want to do things the Fortune in the beginning.

This could scale from fairly low-grade interpersonal conflict (can I salvage the evening after my date has dropped a drink in his lap and is now grumpy), to high-intensity (can this marriage be saved after adultery); and up to very high-stakes stuff (can I gain release from imprisonment and torture by the terrorists without weapons or international aid).

I also like violence in my games, and would want that to be there myself, but presumably you could just leave it out entirely. Then conflicts would be about, as you say, building respect, learning, communicating, and otherwise meeting human needs in positive ways. "Losing" would happen if one is unable to negotiate around the human stuff of feelings, needs, and communicating clearly, while avoiding the triggers that get implanted by previous experiences of violence (physical or not).

How's that sketch sound? Is this the like the direction you had in mind, John? I'm just about ready to start working up something for Indie Game Design at this point, though I don't want to post a bare mechanic--I'll have to go off and find a suitable setting to plug this into.

--JB

(*) Nonviolent Communication is a fairly specific training method I may have pimped on here before. It was systematized in the 1970s by Marshall Rosenberg, has a foundation and a book, and of course, a website, at www.cnvc.org.

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On 5/20/2005 at 12:05am, NN wrote:
RE: Non-violent Roleplaying

Rule to disourage violence:


If your character dies, thats it.

Game over for you.

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On 5/20/2005 at 12:55am, Russell Impagliazzo wrote:
RE: Non-violent Roleplaying

I think that people in this thread may be using the same words to mean very different things. I'd like to make some distinctions between different ways that games could ``discourage violence.' For these purposes, I will define a scene in a game as being violent if some characters are trying to or threatening to physically injure other charaters. There may also be scenes (equally important) that are potentially violent, i.e., where a violent scene is a forseeable consequence of some decisions characters might make but not inevitable.

I'd like to distinguish between three types of games that do not encourage violence. The first I'll call ``anti-violent''. In an anti-violent game, the PCs are routinely put in potentially violent situations, but the options that defuse violence are ``better'' (strategically or morally) than the options that ratchet up the violence. These could be seen as the equivalent of anti-war war fiction and dramas such as Catch 22 or Platoon, where there is heavy fictional violence, but the point made is that such violence creates problems rather than solves them. From what other posters have said, Dogs in the Vineyard may be such a game (I haven't played it myself). An anti-violence game does not ``encourage'' violence, but it is in a deep sense about violence. An anti-violence game probably has detailed combat rules, even if the conclusion is that combat should be avoided if PCs want to stay alive and well.

What I think John originally meant is something else, what I'll call a ``non-violent'' game. In a non-violent game, the expectation is that under normal play, even potentially violent scenes will be rare or non-existent. Examples would be John's Water Uphill game, Soap, or perhaps the Jane Austen game mentioned. Since a non-violent game is not about violence, even indirectly by being about the costs of violence, a non-violent game needs to be about another form of conflict or tension. In Water Uphill, the tension was that of the social and physical insecurity created by being placed in an alien environment where you don't know any of the rules and don't know who to trust. (Was this intentionally a metaphor for adolescence?) Other possibilities are romantic intrigue, professional rivalry, politics, and moral dillemas.

People also seem to be discussing a third category, violence-agnostic games that treat violence as one of several possible sources of conflict within the game.

Russell

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On 5/20/2005 at 2:03am, Noon wrote:
RE: Non-violent Roleplaying

John Kim wrote:
Noon wrote: Using violence will say something about the character. While the game may seem a highly violent one, taking away violence from the game as a designer is saying 'No, your not allowed to say that about your character'. Which is a bit crap.

Well, this topic is about crap, then. Again, I'm not saying anything bad about violent games, I'm just looking for alternatives. Make another thread if you want to discuss whether non-violent games are a bad thing or not.

Sorry. What I mean is that if the players at a particular table are against violent stuff (in a nar game), they wont use it. But if it is important to them to express their character through violence, then that's what they want to do. How does mechanically clipping or penalising violence in the game, aid that narrativist agenda?

For gamism I can see your point completely...violence really is not needed at all and many other options should be discussed (verbal dueling for example). But for Nar, should you be trying to effect players address of premise like this?

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On 5/20/2005 at 9:07am, GB Steve wrote:
RE: Non-violent Roleplaying

greyorm wrote: Where's a game that has social interaction mechanics that function just like combat? Or romantic relationship mechanics?
Dying Earth has this. Social interaction is through a persuade and reduff mechanism as combat is through attack and defend. The mechanism is pretty much the same except for the adjunct of Health (i.e. hit points for combat). The outcome of social interaction is that one of the parties is persuaded and of combat that one of the parties is defeated. The game is a little unclear as to what this means for the protagonists, especially for combat.

In the game world, violence is seen as uncouth and so not promoted as a means of resolution.

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On 5/20/2005 at 11:09am, James Holloway wrote:
RE: Non-violent Roleplaying

Nathan P. wrote:
However, the reward factor for combat actions tends to be proportionally higher than for non-combat, in my experience.


Additionally, in traditional RPG structure, initiating combat is frequently an option that is always within a player's power. Most skills in most RPGs are negotiated, like "should I roll Stealth?" No one asks "can I roll initiative?" And assuming that there are other PCs, there's always at least one person to fight.

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On 5/20/2005 at 1:30pm, MatrixGamer wrote:
RE: Non-violent Roleplaying

J B Bell wrote: conflicts would be about, as you say, building respect, learning, communicating, and otherwise meeting human needs in positive ways. "Losing" would happen if one is unable to negotiate around the human stuff of feelings, needs, and communicating clearly, while avoiding the triggers that get implanted by previous experiences of violence (physical or not).



When games doe this they really are "roll playing" rather than "role playing." I know that games will always use abstractions to gloss over less important details. We use hit points rather than engage in a gross anatomy lesson for instance. When we do this though we are losing detail that might actually be important and/or fun. Certainly when we "roll to fast talk" we ignore the steps of actual fast talking. In a therapy game this would be viewed as a missed opportunity to learn.

If a game gets more into the role play nitty gritty of a social exchange (say haggling in a market place) we can't assume that people automatically know how to do this. Americans are remarkably bad at this process (12 year old Morrocan girls do it better than us! This based on first hand experience.) So a game aiming at abstracting behavior closer to the real life process will have to teach the players the steps of this social dance.

"Soul Force" was mentioned above as an alternative to non-violent. It is a very complicated concept. A flower child might put a daisy in a soldiers rifle and think it is non-violent and be dead wrong. At least in my understanding, the Satyagrahi (soul force worker) will not cooperate with something that hurts their dignity and is willing to die to prevent the soldier from hurting their dignity. The non-violent act then is an act of love. Swoosh! Right over the heads of most of us! This is a hard concept to teach at the best of times. Teaching it in a game would be a noble goal but very hard to do.

So what I'd ask us to think about is what are the actual stepd of the social dances we want to recreate? Then pick a level of abstraction that doesn't lose too much of the essence of what it is.

Chris Engle
Hamster Press

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On 5/20/2005 at 6:04pm, John Kim wrote:
RE: Non-violent Roleplaying

For Noon's point, as I requested, I'm taking it out to a GNS thread: Is non-violence bad for Narrativism.

Russell: I pretty much agree with your categories. The topic is indeed non-violent games -- meaning games which in practice don't have a lot of violence. The method of how that is accomplished is open. As I said, it is fairly trivial to put in penalties for violence, but that doesn't make the game interesting.

Furthermore, simply taking combat mechanics and putting non-violent labels onto it is not very compelling. For example, several games push a model of interpersonal conflict. i.e. One character rolls against another. This may be fitting for cutthroat social climbing, but consider winning someone's respect or love. Who is the conflict against? I am often disturbed to see that such actions are handled as interpersonal conflict. This makes it losing to respect someone or to fall in love.

I would note that Breaking the Ice does model conflict at all per se. You are rolling to increase the level of attraction, but there is no mechanically expressed opposition. So you can fail to be attracted, but you are not 'beaten'.

MatrixGamer wrote:
J B Bell wrote: conflicts would be about, as you say, building respect, learning, communicating, and otherwise meeting human needs in positive ways. "Losing" would happen if one is unable to negotiate around the human stuff of feelings, needs, and communicating clearly, while avoiding the triggers that get implanted by previous experiences of violence (physical or not).

So a game aiming at abstracting behavior closer to the real life process will have to teach the players the steps of this social dance.
[...]
So what I'd ask us to think about is what are the actual stepd of the social dances we want to recreate? Then pick a level of abstraction that doesn't lose too much of the essence of what it is.

It's a good question. In Vinland, the most common social rolls were public performance -- Oratory, Lawspeaking, or Singing (which in the case of a poet was real, topical poetry rather than just entertainment). There wasn't a formal tracking of status, but I could easily see putting that into the mechanics. Interpersonal interactions were more commonly played through -- but I would often have a Human Lore roll at the start to learn about what the person was like and other useful information.

Forge Reference Links:
Topic 15463

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On 5/20/2005 at 9:02pm, Mike Holmes wrote:
RE: Non-violent Roleplaying

Are you looking for a specific solution, now, John? Or do you see that you've already discovered all of the options?

It's pretty easy - a game may

1. eliminate violence - this seems to solve your problem, no? Or do you dislike it for some reason?
2. disincentivize violence - apparently you say this doesn't make the game interesting. Well, probably not in a vaccuum. What's the rest of the game about? It seems that doing this is actually part of establishing some theme or premise in the game.
2. equalize incentive for violence with other incentive - This is standard "getting out of the way." This doesn't make non-violence more likely so much as it makes violence less likely.
4. incentivize non-violence - this is very similar to 2, but there can be cognative differences.

I mean, when it comes down to it, how you get non-violence is to make a game that supports non-violence in some ways. That's tautological, but how to make a game support something is, well, about all we talk about here. So where's the confusion?

Mike

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On 5/20/2005 at 10:59pm, John Kim wrote:
RE: Non-violent Roleplaying

Mike Holmes wrote: Are you looking for a specific solution, now, John? Or do you see that you've already discovered all of the options?

I'm not looking for a single solution, but I am looking to examine and discuss a variety of practical solutions. Again, I'm not looking for hypothetical methods for reducing violence. That's trivial. I am looking for actual solutions which produce playable, fun games.

Mike Holmes wrote: It's pretty easy - a game may
1. eliminate violence - this seems to solve your problem, no? Or do you dislike it for some reason?
2. disincentivize violence - apparently you say this doesn't make the game interesting. Well, probably not in a vaccuum. What's the rest of the game about? It seems that doing this is actually part of establishing some theme or premise in the game.
3. equalize incentive for violence with other incentive - This is standard "getting out of the way." This doesn't make non-violence more likely so much as it makes violence less likely.
4. incentivize non-violence - this is very similar to 2, but there can be cognative differences.

None of these address the issue of what to actually do in the game, as you yourself observe. It's like saying "To get theme in a game, just throw in rewards for theme and/or penalize non-thematic actions." I don't consider that to be a functional answer. For example, I can slap on a "no violence" rule to D&D, but it doesn't produce a playable game. Slapping on mechanical penalties or rules against violence doesn't positively address what does happen in the game.

Mike Holmes wrote: I mean, when it comes down to it, how you get non-violence is to make a game that supports non-violence in some ways. That's tautological, but how to make a game support something is, well, about all we talk about here. So where's the confusion?

Just to topic check again. There isn't (or shouldn't be) confusion here. I'm hoping we don't have to debate the definition of non-violent and/or whether or not it is a good idea. Non-violent means a general lack of violence, i.e. genres like social drama rather than action-adventure. The point of the thread was supposed to be practical techniques and ideas for promoting non-violent roleplay.

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On 5/20/2005 at 11:58pm, chadu wrote:
RE: Non-violent Roleplaying

John Kim wrote: Furthermore, simply taking combat mechanics and putting non-violent labels onto it is not very compelling. For example, several games push a model of interpersonal conflict. i.e. One character rolls against another. This may be fitting for cutthroat social climbing, but consider winning someone's respect or love. Who is the conflict against? I am often disturbed to see that such actions are handled as interpersonal conflict. This makes it losing to respect someone or to fall in love.


Interesting angle, John. Gave me pause for a moment to think about it.

In Dead Inside, all forms of conflict (physical, social, mental, etc.) use the same mechanics, which are -- yes -- two characters rolling against one another.

Quick rundown: the PDQ-foundation of DI recognizes 3 sorts of situations:
1. Simple: No opposition or risk, no rolling, just compare Ranks.
2. Complicated: Mild opposition or chance, roll plus Modifier vs. Target Number
3. Conflict: Strong opposition or risk, roll plus Modifier vs. roll plus Modifier.

I think the question here, in that you're talking also about winning respect or falling in love, is "what is the situation?" What are the goals of the characters involved?

A. If two characters are amenable and interested in to falling in love, they do.
B. If there is some minor hurdle to overcome, one or both of them can treat it as a complicated situation.
C. If one of the characters is actually fighting his/her desire to fall in love (or fighting his/her desire to stay out of love), that's conflict.

I can likewise see attempting to earn respect as either a simple, complicated, or conflict situation, determined by who the characters are. (An example of a conflict here would be, say, Archie Andrews and Mr. Lodge.)

But that's just the way I see it.

CU

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On 5/21/2005 at 3:21am, greyorm wrote:
RE: Non-violent Roleplaying

Heya John,

There are any number of computer games which are not focused around violence: such as romance/dating simulators, psychological thrillers, text-based adventures, etc. This is where my earlier contention that the rules beg to be played comes from.

When the option is present, chances are greater that it will be utilized. Even moreso when the option is rewarded. If the player gets something out of it, they will tend to do it more often.

Conversely, when the rules fail to cover a situation, that situation tends not to arise. Consider Monopoly: how often do you have the pieces fight each other? (Well, assuming you're a reasonably normal group of people playing Monopoly and not a bunch of twitching D&D geeks)

Hrm, which makes me wonder: is the problem games, or is the problem gamers?

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On 5/23/2005 at 9:27am, contracycle wrote:
RE: Non-violent Roleplaying

Games.

I'm not convinced the Sims is not anything more than a large-scale Tamagochi. Its really a kinda resource management game, the human aspect of it merely serving to make it accessible.

I agree, though, that thre routes offered by system will be priorised by players as indicating "what the game is about". Homicide is not a default problem solving activity on Casualty, and a game of Casualty may need no mechanisms for physical conflict at all.

However, I do think that such games will have to provide different materials to fill the gap left by the removal of combat as the tacit subject of play. I think these have to be other complex disciplines like medicine or law, so that no player EVER thinks "this is a THAC0 with the serial numbers filed off", but instead engages with the intracacies of the discipline. To do that, you need to be able to decide where you need to go, and to be able to measure your progress toward that goal. Even when an opponents hit points are concealed, in RPG combat you have confidence that a process liken hit point attrition is occurring in line with your actions. IMO the problem for non-combat games is that they need to establish both what the pursuable goals are, and how to measure the attainment of those goals, in a manner that is not the body count.

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On 5/23/2005 at 1:03pm, Picador wrote:
RE: Non-violent Roleplaying

For the past few years, I've been grappling with this problem and trying to implement some kind of "karma" system in a game to make non-violent play more interestnig, and to make a playable system out of the challenge of non-violence. I wrote a short essay a while back about doing this with video games, but I've mostly been focused on RPGs. I was intrigued by the mental-health systems in Kult and Unknown Armies, both of which have the germ of a non-violent system embedded in them; but both of them fall into the "preponderance-with-simulating-combat" trap, even though Kult (like Call of Cthulhu) doesn't lend itself to interesting combat encounters, which fact would have made those pages of the rulebook better devoted to elaborate rules for investigation, exploration, etc.

I wrote a rant on the Unknown Armies mailing list about this a while back, and I proposed that the community try to put together some more granular rules for things like computer hacking and research. I really do think that this is the key to making a non-violent game playable, as many have pointed out: make non-confrontational activities into mini-games that can hold the attention of the gamists in the group. (Either that, or make all the rules Narrativist and make combat no more granular than anything else, e.g. Heroquest et al).

The "computer hacking" example, of course, springs from Cyberpunk-style games (although I favored the "realistic" rules from GURPS Cyberpunk), which turn Netrunning into a kind of faux-combat. But at least the ends are usually distinct: the hacker's victory usually results in combat or infiltration support, or in investigation, rather than direct defeat of an adversary. But insofar as it's just a proxy for combat, it doesn't meet the goals stated earlier in this thread, which is also the goal I had in mind for a karma system and which I have yet to articulate in this long, meandering post.

So: karma. I thought it would be interesting to play a game where violence came back to haunt a character in consistent, rule-governed ways. System matters, and players should be able to make in-game choices about using violence with some knowledge of the ways in which it will rebound upon their characters. I wanted a system that modeled a pseudo-Hindu/Buddhist philosophy of karmic action. Kult does this to a certain extent: as a character is exposed to more violence (his own or others'), his Mental Balance drops and he becomes more exposed to horrific elements of the setting; he also becomes more prone to violence. But the rules modeling it are sparse, and it uses a Manichean, dualistic metric for Mental Balance rather than allowing for multiple flavors of karma. Unknown Armies, on the other hand, uses multiple Madness Meters to model psychological deterioration, but the consequences of violence (other than mental disturbance) are again handled mostly by GM discretion. I want something more mechanical, but also non-judgmental: the players should have violence open as an option and make their own choices about when it might be an ethical choice regardless of its consequences.

I don't have a solution. My Life With Master uses The Horror Revealed to achieve this effect somewhat, although there the players often can't control their implication in violence, and the whole game is premised on violence being against the PCs' self-interest. Has anyone else encountered a Karma-style system for bringing out the theme of violence and its consequences, particularly outside of the pure-Narrativist domain?

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