Dungeons & Dragons: Honor Among Thieves
The vast absolute majority of tabletop RPGs , whether classics likeDungeons & Dragonsor newer franchises likeBlades In The Dark , are centered around combat or less - than - deadly battle such as societal maneuvering or larceny . Game Masters and players who want to run tabletop RPGs that do n’t fix on violence or rivalry ofttimes need to opine outside the box , using improper tabletop rules and storytelling technique to make worlds where thespian actions are n’t limited to the consequence of victory or defeat .
The first edition ofDungeons & Dragonstook the rules of tabletop war games and adapted them to scenarios where individual player controlled individual fantasy heroes who research , fight , pillaged , and negotiated their fashion throughdeadly dungeons and tombsof magic and hazard . For this understanding , most fantasy RPGs likeDungeons & Dragonshave a lot of warfare - gambling principles baked into their core machinist , peculiarly the notion that every dice roll must yield a scenario of victory or defeat . Even more narrative RPG system with rules for socialising still usually put on battle as a given , create plot line through the presence of antagonists with goals basically incompatible with those of role player character .
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In an article about the intention principles behind hisApocalypse WorldRPG , game designer Vincent Baker cites a quote from writer Ursula K. LeGuin : “ Conflict is one sort of behavior . There are others , equally important in any human life story , such as connect , finding , fall back , bearing , discovering , parting , change . “ Just as fantasy and science fabrication novel can have interesting plots without a binary good vs. evil conflict , so too can tabletop RPGs have plot line and gameplay capable of being exciting and thrilling , yet not necessarily violent . Tabletop group interested in RPG hunting expedition like these should keep these principles in mind :
Non-Violent TTRPG: Use Mechanics Not Centered On Victory
In part 6 of their"Powered By The Apocalypse"article series onlumpley games , Vincent Baker contrasts hisApocalypse World 2nd Editionruleset with newerPBTARPGs he ’s design , such as the science fiction gameFirebrandsor the fairy tale RPGUnder Hollow Hills . These RPGs , unlike his earlier ones , have special rules for confrontations , but also rules for conversation over solid food , dancing with collaborator , hidden liaisons with a fan , or the forging of wizardly deal ; implicit in many of these rules is the notion that interaction with Quaker and enemies can have interesting outcomes other than winning or losing .
If a tabletop play grouping wants to run a non - violent campaign or present peaceable possibilities intotheir existing RPG campaign , it ’s of import that they examine the rule of the system they ’re using , search for helpful gameplay shop mechanic to help the stories they need to tell . If the rules of their game arrangement are exclusively focused on conflict or laterality , they may require to adopt plot rules from other RPGs based around creating accords or innovate complications into the relationships between people .
Non-Violent TTRPG: Campaign Scenarios That Aren’t Good Vs. Evil
In the archetypal tale of heroic phantasy or science fable , there ’s frequently a Dark Lord or Galactic Tyrant the take hero of the story must defeat . If the Game Master of an RPG campaign creates a phantasy kingdom or interstellar federation peril by bad guys , then they are implicitly telling players to apply violent , private-enterprise behaviour to attain their goals ( range fireballs , manipulating noble , build weapons of war , drop brand , stealing treasures , etc ) .
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If the GM acquaint globe where there ’s good deal of problems to solve , but no specific villain to get the better of – a macrocosm where the malevolent empire was overthrown and replaced with a parliamentary democracy , for instance – instrumentalist are more likely to employ non - violent methods or problem solving or pursue non - red goals such as exploring , negotiating , learning , running a fantasy tavern , or even pursuing love .
Non-Violent TTRPG: Players Need To Agree To Be Non-Violent Too
Some instrumentalist are concerned in RPGs that focus on telling profound stories of reconciliation , self - discovery , and the building of better life . Other players will be more concerned in classicDungeons & Dragonsdungeon crawls . If a GM is interested in run a tabletop RPG campaign where peaceful problem - resolve and character journey take primacy over stories of struggle and discord , they should talk it over with their players and ensure they ’re all interested in this biz ’s premise beforehand . Sometimes , evenmurder - hobo inclinedplayers will be hunky-dory with an RPG with a non - conflict premise , as long as they have their fairish share of luck to use their character reference ’s armed combat abilities , think up clever tactic , and put the awesomeness of their PC on exhibit .
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Source : lumpley games