Dungeons and Dragons, and thus many subsequent RPGs, had their origins in war gaming and traditionally combat is the most mechanically interesting and supported part of many systems. However, I get tired of the emphasis on violence but I still do want genuine challenge, I'm not just playing for a good story. The trouble is that a wide variety of scenes that are exciting in films and stories from heists to set pieces that don't involve combat but that just don't seem to translate well into RPGs. I've long been interested in the topic and tried various experiments, but thankfully this isn't a problem that's just of interest to me. Inspired by a Narrative Control podcast, I've made up a wiki page about the some of the unconventional conflict implementations out there and what common principles they share. I created the wiki because I want to keep this page updated as I learn more about some games and try new ones.
Principles derived by Narrative Control guys.
- Unified Conflict System: They don't list this as a trait, but the non-combat system should use the same sort of rules as the rest of the game.
- Teamwork: Avoiding the classic thief/hacker problem where once character is the only one doing anything. This is often called the rogue or the hacker problem, but it could happen any time on character is the best at something to just have them do everything.
- A Hit Point system: Both the challenge and the characters should have some sort of tracking system as this allow for building tension.
- Both sides must threaten each other: Rather than being a static obstacle the storm or the lock should be attacking the characters. In several systems this is done by doing the same attack, finesse, and maneuver system that is used by the characters.
- Offering Variety: While multiple iterations are key for raising tension, it shouldn't just be the same thing over and over again, as that's boring.
- Cool losing conditions: If losing means blocked progress or all the characters dying, then the stakes often don't feel real. In combat, this is handled by running down resources, which only partially translates over to other sorts of challenges.
I try to apply this approach to a range of games, including some that the Narrative Control team didn't cover. Check it out.
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