I think the first step of uncentering violence from a ttrpg, is to make sure that the scenarios are not fight or flight decisions. There has to be room for negotiation that the players understand before they start playing within the scenario. Creating this space can not be left to the players to come up with on their own. The game author can support this by both affording players verbs to carve out these spaces, or to structure the premise of the game in a way where the conflicts that the game presents already have this space established for the entire play group to understand.