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Science
@Science

Thorn RPG released! I have not played it, its description just reminded me of the thing I am always thinking of. Thorn is a Diceless, Healthless game where you use resources to move the game forward. Enemies die in one hit. I don't know how much fighting is in Thorn, but it sounds like that's the main conflict it puts in people's way (as many games do). I have been wondering for a while what we, as small rpg people, could do to move away from this.


seasidesepulchre
@seasidesepulchre

I've had a game I've been drafting that tried to lean into this! As much as we want to push against combat as a source of conflict in the games we play / the stories we tell, one of the other things I've been thinking a lot about the directionality of conflict (specifically in RPGs). Because of the out-of-game nature of the role playing game (a bunch of people, often friends, sitting around a table / on a call, having a conversation about a story they're engaging with), the conflict is very often extrinsic to the core group of players: we're a fantasy adventuring party fighting monsters, we're a squad of mech pilots fighting a war, we're running a summer camp being plagued by The Lindwurm, etc. As a result, one of my big design goals recently is to break down "the party" as a construct in the role playing game, and write a game that pits the different player characters against each other as their own sources of conflict. This isn't a new idea or anything, you can look at Dream Askew // Dream Apart, Firebrands, Kingdom, and many more as potential examples of this. But for me, they are either not antagonistic enough, or don't provide the tools I want to navigate that conflict interestingly (I think this is because the thing I'm wanting to do is rather specific, and not because those games are missing anything).

All this to say that thinking expansively about conflict and violence as it involves the stories we tell is super exciting to me! Both in how it pushes my design and how other people act on those same impulses. Can't wait to see more games engaging with this.


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in reply to @Science's post:

You gotta check out NSR games. The emphasis on exploration has in my experience overshadowed any combat. I think you could definitely get a game going like Mothership where exploration and investigation could contribute to a big-picture conflict in a context where violence would be inappropriate.

Here are some games that seem to fit your criteria but you didn't mention. Sorry if you've heard of them before!

  • Belonging Outside Belonging games (https://buriedwithoutceremony.com/belonging) - I haven't played these, but have heard a lot about them and they seem a really good fit for what you describe. Diceless, GM-less, has conflict that (I think?) doesn't result in combat

Powered by the Apocalypse games also tend to de-emphasize combat to some extent, so that it is more "a tool you could use" and not "the point of the game around which 80%+ of rules have been built". Generally, they treat fighting someone with roughly the same depth as "trying to escape a bad situation" or "reading the room" or "manipulating someone". These games are based on Apocalypse World, where all those things I just mentioned are distinct "moves". Apocalypse World itself is very focused on surviving a post-apocalypse so it has lots of rules about getting hurt, but any of those moves might result in you getting hurt without invoking a combat per se. The descendants below further de-emphasize combat.

  • Monsterhearts (https://buriedwithoutceremony.com/monsterhearts) is a game about playing teenage monsters. It's mainly focused on teen/highschool drama, so conflicts tend to be about social status, romance/dating, and questioning whether someone is really your friend. It's possible to physically fight, and certain playbooks lean towards doing that, but that's not the focus of the game.
  • Blades in the Dark (https://bladesinthedark.com/) is a game of doing heists. It definitely allows combat, and tends to include it (when you inevitably get caught in your heist), but discourages killing as a solution (it's dangerous because they may become a ghost that attacks or haunts you, and it draws attention because the Spirit Wardens (Ghost Police) immediately know when someone dies and send people to investigate immediately). Your goals on a mission tend to be things like "steal an item", "sell your illegal goods", "sabotage something", "blackmail an official" etc