- Joined
- Nov 4, 2017
I feel there is a difference between "Module can be completed without combat" and "Module has a pacifist run option"; by which I mean, combat optional means there are ways to complete an encounter - by doing prep work, by scouting, by thinking ahead. But even if you do that, you might want to kill those kobolds anyway. Maybe you have to kill a few NPCs to serve as an example.
But I think the biggest difference is "combat optional" tends to mean the module designer was smart and gave multiple ways to surmount challenges while also providing character motivations to the NPCs so that creative parties have guidance to the GM about how the NPCs would react without breaking the module. And I guess almost as importantly, it means you might be able to convince some of your potential foes that they should fight along side you instead of against you. Maybe the Goblins are tired of being mistreated by the Orcs, and if you demonstrate you are the better option, they might work with you.
Maybe the orcs only follow the evil sorceror because he has the Eye of Grummsh, and if the rogue steals it from his innersanctum, his orcs are now your orcs.
When I see "pacifist run" this just makes me think that someone is will trying (and failing badly) to make deep, insightful commentary and to try to penalize combat runs because violence isn't the answer. It also means that instead of "Well, if they don't want to fight, here's how a party might be able to complete this challenge" you're going to have "Here is how you telegraph to your players this is how you bypass the challenge. Also, fuck making them use their brains and come up with out-of-the-box solutions to problems and how they might talk to the orcs, they will have a tantrum that their diplomacy check was good enough the Orcs are now their best friends."
But I think the biggest difference is "combat optional" tends to mean the module designer was smart and gave multiple ways to surmount challenges while also providing character motivations to the NPCs so that creative parties have guidance to the GM about how the NPCs would react without breaking the module. And I guess almost as importantly, it means you might be able to convince some of your potential foes that they should fight along side you instead of against you. Maybe the Goblins are tired of being mistreated by the Orcs, and if you demonstrate you are the better option, they might work with you.
Maybe the orcs only follow the evil sorceror because he has the Eye of Grummsh, and if the rogue steals it from his innersanctum, his orcs are now your orcs.
When I see "pacifist run" this just makes me think that someone is will trying (and failing badly) to make deep, insightful commentary and to try to penalize combat runs because violence isn't the answer. It also means that instead of "Well, if they don't want to fight, here's how a party might be able to complete this challenge" you're going to have "Here is how you telegraph to your players this is how you bypass the challenge. Also, fuck making them use their brains and come up with out-of-the-box solutions to problems and how they might talk to the orcs, they will have a tantrum that their diplomacy check was good enough the Orcs are now their best friends."