This is my attempt at exploring different issues relating to combat in RPGs, with an emphasis on alternatives to the traditional methods of handling it. Some parts are more developed than others. The “Shared Narration” bit is something I want to experiment with in a game (I’m working on a short RPG called “Zero Breakers” that’s basically a proof of concept for that), and I feel like tactical combat merits a longer and more sophisticated discussion, perhaps moreso than I’m really equipped to provide.
Perhaps because they grew out of wargames, combat has always been an important part of most RPGs. In actual play, they’re often not as combat-centric as the considerable page count devoted to combat rules might suggest, but RPGs that don’t make violent action a key component of gameplay are still the exception to the rule. Violence is so prevalent in the medium that it’s hard to remove or even alter the amount of violent content in a game without it feeling at least a little bit like a political statement.
Geek culture in general tends to have a disproportionate number of narratives that involve a great deal of violence, as well as games where it’s the most developed and enjoyable part of gameplay. It’s hard to pinpoint where that came from. A lot of the early greats of science fiction like Isaac Asimov and Arthur C. Clarke didn’t have much violence in their stories, but then they were more on the intellectual end of SF, and the likes of Star Wars and Star Trek were what became iconic franchises. I’m not going to advocate for eliminating violence from pop culture or geek culture, but it certainly wouldn’t hurt to look at it with a more critical eye.
In real life, violence is chaotic, intense, and too often horrifying. Primal instincts sear it into your memory. Sometimes it arguably can serve a righteous purpose, but in violent conflicts between human beings, at least one side is doing something immoral. Fantasy violence is nothing like that. It’s often an exhilarating clash, as much about the stories and principles at play as the details of attacks and defenses. Continue reading Tools for Dreaming: Combat and Conflict