@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 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.
@InspectorCaracal Oh, right. You have a point there. But everything but the combat just feels so impotent in that model. Probably because I'm most used to D&D where combat "contests" are "do I hit and damage with my weapon" and every other contest is "I want to do something, do I succeed?".
@InspectorCaracal I don't know why I mentioned pokemon, either. It's combat mechanics where nobody dies?
I think it was a reaction to your earlier toot:
> randomly ____ing monsters for loot with loose plot justifications and just fill in the blank with a verb that isn't "kill"
@zatnosk Right, because they focused on combat. So you apply that idea of progress on a cgoal - the reduction of HP to zero, in combat - with a different progress meter. Then you focus on skills and actions targetted towards that type of challenge and progress meter.
@InspectorCaracal sounds like you'd do a better job of designing such a game than me :P
@zatnosk I have put a LOT of thought into game design stuff. >.>
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