OGL Horror: Does it really need combat?

DrunkenLily

Mongoose
I'm working on a specific OGL Horror campaign right now, and I don't plan to put any actual combat into it -- it's a spooker with the sole intent of the game to be to solve a ghostly mystery. But what I'm wondering is, is combat a major necessity, or does it really matter? It's strictly a one-shot for non-combat, and while a good 'dungeon crawl' style is nice every once in awhile, sometimes it's nice to use all those skills that don't get much play in a primarily-combat type of scenario. Any hints / advice / suggestions? (The reason I have no combat is that it's a modern style ghost story -- combat just doesn't really fit, unless I end up doing something where someone has to be subdued but not killed.)
 
Are you planning on sharing these rules with the public? If you are not then I say no combat is not needed, however if you plan to share there is a chance that someone may use the rules for something that will need combat.
 
Combat really isn't neccesary in certain RPGs. I frequently run games without combat. Heck sometimes rolling dice isn't necceasary.

Problems will arise if you've got players who like combat. Or who only 'wake-up' when there is combat or dice rolling. If you have a bunch of players who enjoy problem-solving, interaction with NPCs and some role-playing, you should be fine.

You can't run a game as a narrative. Even the best players will get bored if they have no input into the game - they need to be able to feel as though they are doing something, figuring things out, solving things, and affecting the outcome. Without combat, you must still have conflict and drama.
 
I am not sure if you are using the D20 OGL or the MRQ OGL or some other OGL, but it wouldn't hurt to have provision in the rules for combat just in case one of the PCs wants to punch another PC in the mouth or something.

A good GM never knows what's going to happen in his game. Since OGL rule systems have combat systems, why not keep that available, even if it won't be possible to punch a ghost in the mouth.

(OTOH, combat rules can be used for non-combat situations, like throwing things at ghosts, or throwing things to try to hit a target, or etc.)
 
Thank you all for the advice -- I think you're all right. ;) I will have to look a little closer at it to see how it can be adjusted. Mostly it's something I'm trying to see if I can make it work. That, and it's specifically for one player (scheduling often makes it hard to incorporate this player into a group setting, so it's something particularly for them). It would be D20 OGL style.
 
Give everybody a "combat" skill. If a fight breaks out, roll 1D20+combat+mods and highest roll defeats the enemy.
Easy, simple and it makes D20 actually work like a unified system :)
 
That's a good idea too.

I've got the background of the scenario flushed out. There are a few places that I can insert some combat (I'm figuring it will be mostly optional, but there's at least one scene that will have some), but there are other things I need to flush out. It's one of a trio that I've got to set up -- my intent is to have one be primarily non-combat, one a combination, and one primarily combat. So a little of everything. ;)
 
I think I may have come up with another possible compromise -- there are ways I can work certain encounters in -- people that don't want The Intrepid Hero to succeed at what he's doing. It's horribly random, but still leaves some format of fighting for those who like the battle.
 
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