How To Play Non-Violent Tabletop RPG Campaigns
How To Play Non-Violent Tabletop RPG Campaigns
By Coleman Gailloreto
April 26, 2021
Summary
The vast majority of tabletop RPGs, whether classics like Dungeons & Dragons or newer franchises like Blades In The Dark, are centered around combat or less-than-lethal conflicts such as social maneuvering or larceny.
Game Masters and players who want to run tabletop RPGs that don't fixate on violence or competition frequently need to think outside the box, using unconventional tabletop rules and storytelling techniques to create worlds where player actions aren't limited to the consequences of victory or defeat.
Even more narrative RPG systems with rules for socialization still usually assume conflict as a given, creating storylines through the presence of antagonists with goals fundamentally incompatible with those of player characters.
In an article about the design principles behind his Apocalypse World RPG, game designer Vincent Baker cites a quote from author Ursula K. LeGuin: "Conflict is one kind of behavior. There are others, equally important in any human life, such as relating, finding, losing, bearing, discovering, parting, changing." Just as fantasy and science fiction novels can have interesting plots without a binary good vs. evil conflict, so too can tabletop RPGs have storylines and gameplay capable of being exciting and thrilling, yet not necessarily violent.
In part 6 of their "Powered By The Apocalypse" article series on lumpley games, Vincent Baker contrasts his Apocalypse World 2nd Edition ruleset with newer PBTA RPGs he's designed, such as the science fiction game Firebrands or the fairy tale RPG Under Hollow Hills.
If a tabletop gaming group wants to run a non-violent campaign or introduce peaceful possibilities into their existing RPG campaign, it's important that they examine the rules of the system they're using, searching for helpful gameplay mechanics to facilitate the stories they want to tell.
If the rules of their game system are exclusively focused on conflict or dominance, they may want to borrow game rules from other RPGs based around creating accords or introducing complications into the relationships between people.
If the Game Master of an RPG campaign creates a fantasy kingdom or interstellar federation threatened by bad guys, then they are implicitly telling players to use violent, competitive behaviors to achieve their goals.
If a GM is interested in running a tabletop RPG campaign where peaceful problem-solving and character journeys take primacy over stories of battle and strife, they should talk it over with their players and make sure they're all interested in this game's premise beforehand.
Even murder-hobo inclined players will be okay with an RPG with a non-conflict premise, as long as they have their fair share of chances to use their character's combat abilities, think up clever tactics, and put the awesomeness of their PC on display.
Reference
Gailloreto, C. (2021, April 26). How to play non-violent tabletop rpg campaigns. Retrieved July 30, 2021, from https://screenrant.com/tabletop-rpg-campaigns-non-violent-apocalypse-world-pacifist/