One of the things I always try to do in my games is reverse the violence in the game system relative to the violence in the game content. When my character attacks yours, for instance, as players, you’re the one who takes agency away from me. I try to put the player of the weaker, disadvantaged, or vulnerable character in the stronger game position.I honestly hate the thing where a game models a collaboration between characters, like coming to an agreement, as a contest between players to win and lose. “Social combat.” I’m always looking for ways to leave that particular piece of violence out of the games I design.