@zatnosk both is good?
@InspectorCaracal but they're in conflict!
I can't stick to only making pacifist games, and then also make a game about randomly killing monsters for arbitrary loot.
@zatnosk but you can totally make a pacifist game about randomly ____ing monsters for loot with loose plot justifications and just fill in the blank with a verb that isn't "kill". 😉
@zatnosk Depends on what you mean.
Can you build a game system based entirely on non-combat mechanics that still carries core TTRPG design concepts, that will continue being pacifist when running other people's campaigns (so to speak)? Definitely.
Can you build a pacifist open sourced game framework where people can't write their own combat mechanics into the codebase in their implementation? No, of course not, you can't control other people's server code.
@InspectorCaracal but.. core TTRPG design concepts ARE combat mechanics!?
Even Pokémon doesn't qualify as pacifist in my view.
So even if I could build a federated pacifist RPG, I don't think I could make it feel "old-school" :/
@zatnosk Core TTRPG design concepts are the division of natural characteristics into a handful of numerical stats and using those numbers to affect a semi-randomized contest of abilities.
Pokemon isn't even remotely pacifist, or a TTRPG, so I'm not sure why you mentioned it. >.>
@zatnosk Oh, I forgot the improvement of skills and characteristics being represented by the increase of the numbers according to a system of achievement driven by assigning scores to challenges
@zatnosk Anyway all you need to do to make a pacifist TTRPG style game is replace physical damage to HP with a different progress meter. Hostility Points reaching zero, say.
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