r***@adres.nl
2005-08-31 11:46:25 UTC
I normally nudge games toward gritty violence. This is sometimes a
problem for players who like bloodless, glorious fantasy violence,
somewhat like the 80's film version of Flash Gordon.
These players often tell me that the point of role-playing games is to
play *character*, not to wallow in gore.
Well, I'm game. I have no problem playing absolutely non-violent
types, like Gandhi and so on. But I'd like a system or setting that is
really appropriate.
D&D is well-suited to lots of violence. So is Shadowrun, Traveller,
the new and old Worlds of Darkness, and just about everything else I
can think of except perhaps Amber Diceless. (I've never played
"Bunnies and Burrows," but it might qualify as non-violent. And
Traveller can be twisted in a non-violent game of engineering and
travel, although most players will get bored and demand the opportunity
to kill something.)
Costikyan says:
[quote]
But there's no way to avoid conflict entirely. No conflict, no
struggle. No struggle, no obstacles. No obstacles, no work. No work, no
fun.
Where does violence come into the picture? Violence is an easy out.
It's the simplest, most obvious way to make a game a struggle. If
achieving your goal requires you to get through a horde of ravenous,
flesh-eating monsters, the conflict is clear -- and the way to win is
equally clear. You kill them.
Obstacles-of-violence, to coin a term, are compelling; the
kill-or-be-killed instinct is wired into our hind-brain, part of our
vertebrate heritage.
[/quote]
Source:
http://www.salon.com/tech/feature/1999/06/21/game_violence/index.html
I can't find the link, and I'm not sure if Costikyan wrote it, but some
game guru said that mass audiences like movies about exciting,
non-violent, good-looking professionals: e.g. courtroom dramas with
sexy lawyers, brilliant surgeons saving lives, fast-talking con men
dazzling the opposition.
I think just about any good role-playing group could make a totally
non-violent story work ... in theory. I've seen a lot of groups try
and fail. (I've participated in some of those groups.) On the bright
side, I've seen a lot of interludes in normally violent games when
there's nothing but character-based role-play, without a single fight
over many hours.
I *don't* think gamers can be made to feel guilty about game violence.
Costikyan, I think, has tried and failed with his "satirical" game
Violence:
[quote]
Violence: The Roleplaying Game of Egregious and Repulsive Bloodshed
Angrily and violently satirical roleplaying game that seeks to rub
players' noses in the moral implications of their actions by having
them play depraved, psychotic monsters who rape and murder and steal in
the modern world. You will either find it disturbingly funny or merely
disturbing.
[/quote]
I think most gamers didn't find it disturbing, or funny, or
interesting, or worth the money it would take to buy it. So guilt is
or ought to be out of the picture.
What role-playing systems and settings are the best for role-playing
these kinds of non-violent, exciting stories?
Ironically, the one system that comes to mind is the Buffy/Angel
Whedonverse. It certainly can be a typically violent game, but it
captures the feel of a fluffy, visually attractive show about visually
attractive people with lots of emotions. If the violence could be kept
to a minimum, it could be used to simulate artsy horror movies with
lots of emotional character interaction (e.g. Suspiria).
I think TV or movies would be excellent candidates for defining the
game genre. Unfortunately I am almost entirely ignorant of both, and
so I can't make many suggestions...
...except to say that "To Kill a Mockingbird -- the RPG" would be
doomed to failure. Even if it had a black-and-white movie still of
Atticus Finch shooting a rabid dog on the cover.
problem for players who like bloodless, glorious fantasy violence,
somewhat like the 80's film version of Flash Gordon.
These players often tell me that the point of role-playing games is to
play *character*, not to wallow in gore.
Well, I'm game. I have no problem playing absolutely non-violent
types, like Gandhi and so on. But I'd like a system or setting that is
really appropriate.
D&D is well-suited to lots of violence. So is Shadowrun, Traveller,
the new and old Worlds of Darkness, and just about everything else I
can think of except perhaps Amber Diceless. (I've never played
"Bunnies and Burrows," but it might qualify as non-violent. And
Traveller can be twisted in a non-violent game of engineering and
travel, although most players will get bored and demand the opportunity
to kill something.)
Costikyan says:
[quote]
But there's no way to avoid conflict entirely. No conflict, no
struggle. No struggle, no obstacles. No obstacles, no work. No work, no
fun.
Where does violence come into the picture? Violence is an easy out.
It's the simplest, most obvious way to make a game a struggle. If
achieving your goal requires you to get through a horde of ravenous,
flesh-eating monsters, the conflict is clear -- and the way to win is
equally clear. You kill them.
Obstacles-of-violence, to coin a term, are compelling; the
kill-or-be-killed instinct is wired into our hind-brain, part of our
vertebrate heritage.
[/quote]
Source:
http://www.salon.com/tech/feature/1999/06/21/game_violence/index.html
I can't find the link, and I'm not sure if Costikyan wrote it, but some
game guru said that mass audiences like movies about exciting,
non-violent, good-looking professionals: e.g. courtroom dramas with
sexy lawyers, brilliant surgeons saving lives, fast-talking con men
dazzling the opposition.
I think just about any good role-playing group could make a totally
non-violent story work ... in theory. I've seen a lot of groups try
and fail. (I've participated in some of those groups.) On the bright
side, I've seen a lot of interludes in normally violent games when
there's nothing but character-based role-play, without a single fight
over many hours.
I *don't* think gamers can be made to feel guilty about game violence.
Costikyan, I think, has tried and failed with his "satirical" game
Violence:
[quote]
Violence: The Roleplaying Game of Egregious and Repulsive Bloodshed
Angrily and violently satirical roleplaying game that seeks to rub
players' noses in the moral implications of their actions by having
them play depraved, psychotic monsters who rape and murder and steal in
the modern world. You will either find it disturbingly funny or merely
disturbing.
[/quote]
I think most gamers didn't find it disturbing, or funny, or
interesting, or worth the money it would take to buy it. So guilt is
or ought to be out of the picture.
What role-playing systems and settings are the best for role-playing
these kinds of non-violent, exciting stories?
Ironically, the one system that comes to mind is the Buffy/Angel
Whedonverse. It certainly can be a typically violent game, but it
captures the feel of a fluffy, visually attractive show about visually
attractive people with lots of emotions. If the violence could be kept
to a minimum, it could be used to simulate artsy horror movies with
lots of emotional character interaction (e.g. Suspiria).
I think TV or movies would be excellent candidates for defining the
game genre. Unfortunately I am almost entirely ignorant of both, and
so I can't make many suggestions...
...except to say that "To Kill a Mockingbird -- the RPG" would be
doomed to failure. Even if it had a black-and-white movie still of
Atticus Finch shooting a rabid dog on the cover.