mondblut said:
So are you going to forbid a player to make a decision to beat somebody down? "You can't do that, Avatar, this is a glorious Non-Combat RPG!". Yeah, so much for "roleplaying"
I never said role playing games should prevent you from engaging in combat.
I am looking for games that provide mechanics for non-combat actions that provide the same level of challenge, tension and options as that of combat in RPGs. I feel that a non-combat RPG (which doesn't seem to exist), would best highlight these mechanics, hence my search for such a game.
So far, the games that are able to somewhat provide a balance between combat and non-combat simply provide similar mechanics for the two, whether it's VTM:B or even Fallout. That is, combat is made simpler, instead of non-combat mechanics being developed more.
The rest of RPGs, from rogue-likes and dungeon crawlers to story-driven RPGs and sandbox RPGs, place combat as the main source of challenge for the player. Diplomacy is either an exercise in LARPing (merely a showcase of your morals, with very little effect on the gameworld), or a puzzle mini-game prone to trial and error(choosing the correct responses would enable you to elicit the required information). Stealth is reduced to competing dice rolls when combat has more options for positioning, stances and strategies when these are just as important in stealth. CRPGs are currently driven by combat.
This doesn't make all of them bad games, but it does raise the question: Why not just label them as tactical strategy games with a story or an open gameworld? Dungeon crawlers fit this label, hence it's a sub-genre defined by its focus on combat, nothing wrong with that. But for the rest of the RPGs, they must have something more than the challenge of combat to be labeled as RPGs. All I'm suggesting is that whatever that is, it should be highlighted more, else RPGs be nothing more than strategy games in disguise of a story.