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File: 1746721257295772.png (999 KB, 851x560)
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>you go into a dangerous place and fight enemies
are there any TTRPGs that don't fit into this archetype?
>>
Everyone is John
>>
Golden Sky Stories
I have no reason to answer you and I probably hope you get stabbed if I knew you irl, but I'll give you an answer.
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>>97889789
Unironically I've had a very satisfying Edge of the Empire campaign that has very, very little combat.
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>>97889789
Hillfolk/Drama System
arguably Gumshoe, but it does suppose you're going to get in some kind of scuffle eventually in most of the games that use it.
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>>97889789

A shitton, actually. But I just want to point out that even in your dumb, limited examples it could be well be that the enemy finds you (COC, mostly).
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>>97890003
COC is the quintessential Haunted House game. It is fundamentally about going into dangerous places and facing enemies, which is even reflected in the introductory module included in the book. Virtually all of Lovecraft's actual fiction was about going into dangerous places and stumbling upon evil.
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>>97889789
Durance
Mars Colony
Kingdom
Microscope
The Quiet Year
Grey Seas Are Dreaming Of My Death
Polaris
Let These Mermaids Touch Your Dick, Maybe
Dread
The Clay That Woke
Dogs in the Vineyard
Freebase
Ganakgok
Out of Dodge
etcetcetc
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>>97889789
Top left often has you wheeling and dealing in a social enviornment like a town and shifting for clues and social contact rather than being in dungeons and stuff. Combat sure, but you had a lot of options as to what situation you want to initiate the fight.. At least thats what I remember from playing.
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>>97890185
>Dogs in the Vineyard
Vincent Baker shall never forget his roots. Thanks for the list. It will make a fine addition to my collection.
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>>97890104
>>97889789
Except OP asked about fighting enemies. Haunted Houses aren't about fighting, they're about getting scared and running.

You might as well move the goalposts all the way and ask
>are there any games that aren't about going into a risky situation and resolving a conflict?
>>
>>97891872
>Except OP asked about fighting enemies. Haunted Houses aren't about fighting, they're about getting scared and running.
"Combat" is the longest chapter in the CoC rulebook other than "playing the game" and the bestiary. Combat, or the ultimate threat of it, is absolutely central to CoC. The game is absolutely about going into dungeons and fighting evil. The structure is the same.

Almost every single TTRPG is about telling the same story:
>our heroes go into a hostile location to prevail over a monster or something
Being an astronaut is dangerous on its own. But there are no TTRPGs about being an astronaut - that aren't ACTUALLY about going somewhere spooky and fighting monsters. If you ask for a TTRPG to run Alien, you have dozens of different options. If you ask for a TTRPG to run Contact, you get puzzled shrugs.
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>>97891983
You used to have classic WoD. But sadly now is just DnD after Shitdog bought it.
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>>97891983
>"Combat" is the longest chapter in the CoC rulebook other than "playing the game" and the bestiary.
I mean, not by much, and certainly not to the same degree of other games. In the Call of Cthulhu 7e Keepers Guide, the combat chapter runs from page 100 to 129, for 29 pages.
Comparatively:
>Creating Investigators: Pages 28-51, 23 pages
>Skills: Pages 52 to 79, 26 pages
>Game System: Pages 80 to 99, 19 pages
>Chases: Pages 130 to 151, 21 pages
>Sanity: Pages 152 to 169, 17 pages
>Tomes of Eldritch Lore: Pages 222 to 239, 17 pages
And hell, if you want to be technical, the two included scenarios that make up Chapter Fifteen go from 344 to 383 for 39 pages.
The only reason Combat is that long is because it also includes healing rules, which could have easily been moved into a separate section and take up about 10 pages of the Combat chapter. Nearly a third of the chapter is dedicated to getting better from combat.
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>>97890104

Not even considering how COC is absolutely not HPL

>Virtually all of Lovecraft's actual fiction was about going into dangerous places

Well, no. Taking the important ones:
Charles Dexter Ward: only the ending.
Colour out of Space: no.
Dunwhic: again, only the ending.
Haunter of the Dark: no. I mean, the church is sketchy, but.
Pickman's Model: no.
From Beyond: no.
The Call: oddly enough, just the second part.

The rest of the important stories are clear(ish) about the descent into the dangerous place, true, but not so much about facing enemies: they're if anything about escaping from said enemies.
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>>97892244
>Colour out of Space: no.
I'd argue this is an "only the ending" kind of thing. The main character and some others go to the Blasted Heath, discover the truth and have to bear witness to the Colour's ascension. Sure, they didn't fight it, but facing doesn't necessarily mean combat.
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>>97892334

Technically the MC isn't Ammi, but yeah, I can concede that it is borderline (as yep, pretty bad place, but I don't think it was CLEARLY that bad as, say, the Whisperer's house in which protag fucking choses to sleep in: in the Colour they ARE trying to get out as soon as they can, at least)
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>>97892334
>Sure, they didn't fight it, but facing doesn't necessarily mean combat.
If seeing an extraterrestrial that people would have a hard time believing you about is disqualifying, then >>97891983 's request for a game about the movie Contact would also fall flat.



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