|||

Violence

Mechanics for” physical violence in a tabletop game (usually dnd-adjacent, though obviously others come up as points of comparison) often strike me as often being for representing something other than physical violence. My preferred relatively low powered and fragile sort of dungeon crawler often thinks of combat as being explicitly punitive, you’ll find all sorts of posts about how OSR fights are punishing because being in one is a sign you went wrong elsewhere, but I think that alone is dissatisfying to me even if I basically like the way it plays out. Not wrong, just incomplete.

I think what makes combat feel appropriately punitive and otherwise be interesting narratively is that it is the point where low-powered, low-fantasy characters are forced to confront their lot at the hands of greater powers. The precarity of attack rolls becomes metaphorical for the sum of non-physical violence that an adventurer has endured, the sort of forces that make them walk into a cave with a weapon like that’s a normal thing to do to begin with. I think of how many people I know who experience endless stress from what my own politics recognize as forms of economic and social violence but theirs cannot, who then find and recognize a different and acceptable target to lash out at. The burden of finding a solution besides a fight feels less like a form of mastery to be celebrated (I balk at certain lionizations of player skill and the way they are deployed) but an interesting contradiction that the player characters might potentially recognize, or not. If the violence happens the catharsis of victory is on the table, but like all catharsis it is dangerous to assume it is healthy or productive and easy to narrativize as necessary after the fact.

I don’t think this is contradictory with a lot of dungeon crawling game’s emphasis on fairly presenting a world that follows a logic of simulation, since I regard all simulation as implicitly being narration. I also think my ideas of what those words mean might be really at odds with how they show up in ttrpg spaces historically.

Up next An Alternative Setting for TNU: Some Preliminary Ideas This is a collection of the first big batch of ideas that I hope will congeal into a setting A small example of the start of some sort of encounter generation system. At the beginning of each day, roll d100 and deploy the encounter where it
Latest posts Play Report 36.1 – Hiatus and The Cast 1d8 Bird Memories Some Thoughts On Some Books I Read This Year Play Report 36 – Jellunculus Play Report 35 – What’s In The Closet 0414 – The Village of Buckets Gardens 0407 – The Vault Of A Kingdom’s Citizens Play Report 34 – Orb Incident Gardens 0506 – Runalt’s Castle Gardens 0806 – Satyr Garden Heart Gardens 0309 – A Captive Author Play Report 33 – Workshop Play Report 32.1 – Some Ongoing Concerns Play Report 32 – Basement Freaks An idle observation Play Report 31 – Worlds Dampest Physician Gardens 0603 – Subterranean Tidepools Play Report 30 – Holy Water 0506 – Runalt’s Watchtower Thickets Campaign Adjustments to Micah Anderson’s The Black Manse Firmament 0213 – Synthetic Signal Fire Play Report 29 – Now Again I Climb Firmament 0212 – Transcendentalist Refuge Village 1211 – Prospector’s Campsite Firmament 1310 – Furnace of the Sky Firmament 0203 – Metallic Skeletal Giant A Game of Toilet Skeleton Play Report 28 – Days of Rest 0612 – Fort Cygne Gardens 0711 – Monastery of Dying Fire 0203 – Memorial to the River Queen