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* ''VideoGame/{{Gyossait}}'' starts the player off with just a shield, which can reflect enemy attacks. It later gives access to a gun, which allows you to outright kill most creatures and makes the game much easier to get through. While the shield technically allows you to kill enemies by reflecting shots back at them, using only the shield and ignoring the gun gets you an achievement for taking the more peaceful path [[spoiler:and leads to the good ending of the game.]]
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Added reference to the movie "Free Guy" where the protagonist does a Pacifist Run.

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* ''Film/FreeGuy'': [[DoggedNiceGuy Blue Shirt Guy]] levels up this way, and he ends up going viral in the player community because he's the first person to attempt to play the game in a non violent, heroic way.
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[[folder: Other Media]]

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[[folder: Other [[folder:Other Media]]
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*** Interestingly enough, in the Neutral Pacifist run, required for the True Pacifist GoldenEnding, ''one'' monster ''has to die'': Asgore Dreemurr. And he does die, whether you're the one to strike the final blow, or you attempt to SPARE him and he's instead killed by Flowey. If he's the only monster that you kill, then all the other principals agree that YouDidWhatYouHadToDo, and no one--not even Undyne, the Captain of the Royal Guard and one of Asgore's closest associates, if you befriended her--blames you for it. Going back for the True Pacifist ending undoes his death anyway, as it resumes from a point before that battle.

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*** Interestingly enough, in the Neutral Pacifist run, required for the True Pacifist GoldenEnding, ''one'' monster ''has to die'': Asgore Dreemurr. And he does die, whether you're the one to strike the final blow, or you attempt to SPARE him and he's instead killed by Flowey. If he's the only monster that you kill, then all the other principals agree that YouDidWhatYouHadToDo, [[IDidWhatIHadToDo you did what you had to do]], and no one--not even Undyne, the Captain of the Royal Guard and one of Asgore's closest associates, if you befriended her--blames you for it. Going back for the True Pacifist ending undoes his death anyway, as it resumes from a point before that battle.
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** The original game heavily advertises the ability to Spare enemies instead of fighting them, with the tagline "The Friendly RPG Where Nobody has to Die". A totally pacifist run without killing any enemies gets you the GoldenEnding, which is by far the happiest ending. If you play a pacifist run, some of the characters will ridicule you for playing the game in this manner, while others will encourage you. Either way, you'll see the effects of your mercy as you progress through the game.
*** Interestingly enough, in the Neutral Pacifist run, required for the True Pacifist GoldenEnding, ''one'' monster ''has to die'': Asgore Dreemurr. And he does die, whether you're the one to strike the final blow, or you attempt to SPARE him and he's instead killed by Flowey. If he's the only monster that you kill, then all the other principals agree that YouDidWhatYouHadToDo, and no one--not even Undyne, the Captain of the Royal Guard and one of Asgore's closest associates, if you befriended her--blames you for it. Going back for the True Pacifist ending undoes his death anyway, as it resumes from a point before that battle.

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** The original game heavily advertises the ability to Spare SPARE enemies instead of fighting them, with the tagline "The Friendly RPG Where Nobody has to Die". A totally pacifist run without killing any enemies gets you the GoldenEnding, which is by far the happiest ending. If you play a pacifist run, some of the characters will ridicule you for playing the game in this manner, while others will encourage you. Either way, you'll see the effects of your mercy as you progress through the game.
*** Interestingly enough, in the Neutral Pacifist run, required for the True Pacifist GoldenEnding, ''one'' ''one'' monster ''has to die'': Asgore Dreemurr. And he does die, whether you're the one to strike the final blow, or you attempt to SPARE him and he's instead killed by Flowey. If he's the only monster that you kill, then all the other principals agree that YouDidWhatYouHadToDo, and no one--not even Undyne, the Captain of the Royal Guard and one of Asgore's closest associates, if you befriended her--blames you for it. Going back for the True Pacifist ending undoes his death anyway, as it resumes from a point before that battle.

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* ''VideoGame/{{Undertale}}'' heavily advertises the ability to Spare enemies instead of fighting them, with the tagline "The Friendly RPG Where Nobody has to Die". A totally pacifist run without killing any enemies gets you the GoldenEnding, which is by far the happiest ending. If you play a pacifist run, some of the characters will ridicule you for playing the game in this manner, while others will encourage you. Either way, you'll see the effects of your mercy as you progress through the game.
** Its successor ''VideoGame/{{Deltarune}}'' has a similar mechanic where you can fight enemies either passively or lethally, albeit very little actually changes about the flow of the game aside from a few slightly different lines of dialogue and a slightly different ending for each chapter to hammer home the point that your choices ''don't'' matter this time. For a while in the first chapter, you're even saddled with a party member who refuses to fight passively, forcing you to ''actively warn enemies'' of her oncoming attacks to complete the pacifist run.

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* ''VideoGame/{{Undertale}}'' ''VideoGame/{{Undertale}}'':
** The original game
heavily advertises the ability to Spare enemies instead of fighting them, with the tagline "The Friendly RPG Where Nobody has to Die". A totally pacifist run without killing any enemies gets you the GoldenEnding, which is by far the happiest ending. If you play a pacifist run, some of the characters will ridicule you for playing the game in this manner, while others will encourage you. Either way, you'll see the effects of your mercy as you progress through the game.
*** Interestingly enough, in the Neutral Pacifist run, required for the True Pacifist GoldenEnding, ''one'' monster ''has to die'': Asgore Dreemurr. And he does die, whether you're the one to strike the final blow, or you attempt to SPARE him and he's instead killed by Flowey. If he's the only monster that you kill, then all the other principals agree that YouDidWhatYouHadToDo, and no one--not even Undyne, the Captain of the Royal Guard and one of Asgore's closest associates, if you befriended her--blames you for it. Going back for the True Pacifist ending undoes his death anyway, as it resumes from a point before that battle.
** Its successor ''VideoGame/{{Deltarune}}'' successor, ''VideoGame/{{Deltarune}}'', has a similar mechanic where you can fight enemies either passively or lethally, albeit very little actually changes about the flow of the game aside from a few slightly different lines of dialogue and a slightly different ending for each chapter to hammer home the point that your choices ''don't'' matter this time. For a while in the first chapter, you're even saddled with a party member who refuses to fight passively, forcing you to ''actively warn enemies'' of her oncoming attacks to complete the pacifist run.
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Also see ThouShaltNotKill, a super-trope of sorts. {{Stealth Based Game}}s and {{Stealth Based Mission}}s often feature this trope alongside StealthRun. When the game scolds you for not taking a more peaceful option, see WhatTheHellPlayer Can be related to VideoGameCaringPotential.

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Also see ThouShaltNotKill, a super-trope of sorts. {{Stealth Based Game}}s and {{Stealth Based Mission}}s often feature this trope alongside StealthRun. When the game scolds you for not taking a more peaceful option, see WhatTheHellPlayer Can be related to VideoGameCaringPotential. The BadassPacifist and TechnicalPacifist attempt this in real life.
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* Its sequel ''VideoGame/{{Deltarune}}'' has a similar mechanic where you can fight enemies either passively or lethally, albeit very little actually changes about the flow of the game aside from a few slightly different lines of dialogue and a slightly different ending for each chapter to hammer home the point that your choices ''don't'' matter this time. For a while in the first chapter, you're even saddled with a party member who refuses to fight passively, forcing you to ''actively warn enemies'' of her oncoming attacks to complete the pacifist run.

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* ** Its sequel successor ''VideoGame/{{Deltarune}}'' has a similar mechanic where you can fight enemies either passively or lethally, albeit very little actually changes about the flow of the game aside from a few slightly different lines of dialogue and a slightly different ending for each chapter to hammer home the point that your choices ''don't'' matter this time. For a while in the first chapter, you're even saddled with a party member who refuses to fight passively, forcing you to ''actively warn enemies'' of her oncoming attacks to complete the pacifist run.

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* ''VideoGame/{{Stellaris}}'' has the Pacifist and Fanatical Pacifist ethos. The former locks you into Liberation Wars and Defensive Wars (You can only wage war to make your goal planets into a new nation that follows your ethos, stop atrocities/humiliate the target empire, or to defend yourself). You can form vassals or form Federations. Fanatical Pacifists can only wage defensive wars, which means someone must declare war on them... they can't go to war for any reason. Oh, and both get bonus to other empires liking you... The Pacifist nation is going to play the diplomacy game and form alliances and Federations. The lack of war also means their economy will largely be focused on, so if a war breaks down, they can quickly replenish losses. [[LoopholeAbuse That said]], pacifist empires can insult other empires the same as everyone else, so even though they can't declare war themselves, nothing's stopping them from riling up their target empire until it declares war on them.

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** ''VideoGame/EndlessLegend'' offers an achievement for winning the game as the Drakken (a faction which favors diplomacy) without ever being at war with another player.
* ''VideoGame/{{Stellaris}}'' has the Pacifist and Fanatical Pacifist ethos. The former first level locks you into Liberation Wars liberation wars and Defensive Wars defensive wars (You can only wage war to make your goal war-goal planets into a new nation that follows your ethos, stop atrocities/humiliate atrocities like purges, humiliate the target empire, or to defend yourself). You can form vassals or form Federations. Fanatical Pacifists can only wage defensive wars, which means someone must declare war on them... them; they can't go to war be the aggressor for any reason. Oh, and both get bonus to other empires liking you... The Pacifist nation is going to play the diplomacy game and form alliances and Federations. The lack of war also means their economy will largely be focused on, so if a war breaks down, they can quickly replenish losses.''any'' reason. [[LoopholeAbuse That said]], pacifist empires can insult other empires the same as everyone else, so even though they can't declare war themselves, nothing's stopping them from riling up their target empire until it declares war on them.



** And then the entire thing gets turned on its head in the final mission.

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** And then In the entire thing gets turned on its head in ''VideoGame/WorldOfAssassinationTrilogy'', killing non-targets incurs a slight [[ScoringPoints score]] penalty, encouraging the final mission.player to minimize collateral damage if they're aiming for a high score. Several optional challenges also require you to only kill the main targets, on top of more specific critera.
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* Most missions in the various ''VideoGame/{{Hitman}}'' games can be completed without killing anyone other than the mission's intended target(s). In ''[[VideoGame/Hitman2SilentAssassin Hitman 2]]'' and onward, doing so earns the player the rating "Silent Assassin" and usually comes with a reward of some sort.[[note]]Which, ironically, always seem to be some sort of firearms.[[/note]]

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* Most missions in the various ''VideoGame/{{Hitman}}'' games can be completed without killing anyone other than the mission's intended target(s). In ''[[VideoGame/Hitman2SilentAssassin Hitman 2]]'' and onward, doing so earns the player the rating "Silent Assassin" and usually comes with a reward of some sort.[[note]]Which, ironically, always seem to be [[BraggingRightsReward some sort of firearms.firearms]].[[/note]]
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That's a good quote, but it has nothing to do with this trope.


->''"For the nonviolent person, the whole world is one family. He will fear none, nor will others fear him."''
-->-- '''UsefulNotes/MahatmaGandhi'''
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* In ''VideoGame/QuestForGlory'', the Thief can make it through the first three games only killing two [[BigBad Big Bads]]. The fourth game also requires you to kill two {{Eldritch Abomination}}s, a wraith, and the BigBad. The fifth game does not really allow for a pacifist run.

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* In ''VideoGame/QuestForGlory'', the Thief can make it through the first three games only killing two [[BigBad Big Bads]]. The fourth game also requires you to kill two {{Eldritch Abomination}}s, a wraith, and the BigBad. The fifth game does not really allow for a pacifist run.run, shifting as it did to a more traditional hack-and-slash action game.
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* Truly skilled (and crazy) runners will do this with VideoGame/NinjaGaidenNES the game that is the epitomy of NintendoHard. Only the bosses are allowed to be killed and since most regular enemies die in one blow, a single errant button press will invalidate the run. If you want to see jaw dropping runs, check them out.
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* ''VideoGame/AntiIdleTheGame'': The third challenge invokes this. You have to get level 3000 while having features that involve pain or fighting revoked (Even the Battle Arena.)

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* ''VideoGame/AntiIdleTheGame'': The third challenge invokes this. You have to get level 3000 while having features that involve pain or fighting revoked (Even (even the Battle Arena.)Arena).



* On the notable pre-MMORPG text MMORPG ''VideoGame/GemStone'' (now in its fourth iteration, as GemStone IV), it was extremely easy to get from level 0 to level 1 simply by visiting certain areas in the main town you started in, which gave you 1000-1500 experience of the 10,000 you needed simply by seeing them for the first time, as well as taking an interactive newbie tutorial which garnered you several thousand experience. However, after that, there were a couple of ways to gain experience without ever actually harming anyone. Anyone with sufficient lockpicking skill could gain experience by opening boxes that players found on dead enemies. One class, called empaths, could actually heal other people of their physical damage by transferring it to themselves, which also garnered experience points. Finally, if you really wanted, throwing trash away in trashcans gained you 1 point per item. So theoretically, you could throw away 10,000 things and level up.

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* On the notable pre-MMORPG text MMORPG ''VideoGame/GemStone'' ''[=GemStone=]'' (now in its fourth iteration, as GemStone [=GemStone=] IV), it was extremely easy to get from level 0 to level 1 simply by visiting certain areas in the main town you started in, which gave you 1000-1500 experience of the 10,000 you needed simply by seeing them for the first time, as well as taking an interactive newbie tutorial which garnered you several thousand experience. However, after that, there were a couple of ways to gain experience without ever actually harming anyone. Anyone with sufficient lockpicking skill could gain experience by opening boxes that players found on dead enemies. One class, called empaths, could actually heal other people of their physical damage by transferring it to themselves, which also garnered experience points. Finally, if you really wanted, throwing trash away in trashcans gained you 1 point per item. So theoretically, you could throw away 10,000 things and level up.
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* ''Webcomic/NotAVillain'': The Game, the virtual reality game a few people play and almost everyone watches AfterTheEnd, has different ways/alignments to play, one of them the pacifist Erbana. Erbanas use plants and are not allowed to hurt or much less kill others, lest they lose their powers. Best exemplified by Kleya in the Game Tutorial where she manages to resolve every encounter peacefully and gains a 100% Erbana-alignment rating.
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** Youtuber [=DarkViperAU=] has made a truly herculean effort to do a [[https://www.youtube.com/watch?v=HxdXJ7rnBjw&list=PLAnJ4ZuTYaeG-uBQrAnS-pjzHT41G8lwt pacifist run]] of ''VideoGame/GrandTheftAutoV'', though he's proven that it's impossible to proceed without a few mandatory kills here and there.
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* Its sequel ''VideoGame/{{Deltarune}}'' has a similar mechanic where you can fight enemies either passively or lethally, albeit very little actually changes about the flow of the game aside from a few slightly different lines of dialogue and a slightly different ending for each chapter to hammer home the point that your choices ''don't'' matter this time. For a while in the first chapter, you're even saddled with a party member who refuses to fight passively, forcing you to ''actively warn enemies'' of her oncoming attacks to complete the pacifist run.
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* ''VideoGame/InfamousSecondSon'': It is entirely possible to make it through most the whole game without killing a single person yourself, relying entirely on subduing people. The exception being [[spoiler:when Reggie dies. It's impossible to subdue anyone during that scene. Delsin is so enraged that he obliterates every trooper in his way.]] It can start to bleed into TechnicalPacifist, though.

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* ''VideoGame/InfamousSecondSon'': It is entirely possible to make it through most almost the whole game without killing a single person yourself, relying entirely on subduing people. The exception being [[spoiler:when Reggie dies. It's impossible to subdue anyone during that scene. Delsin is so enraged that he obliterates every trooper in his way.]] It can start to bleed into TechnicalPacifist, though.
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The inverse of this is the [[KillEmAll Genocide Run]], in which the player's task is kill everything that moves. This is only possible if enemies are limited in number and don't {{respawn|ingEnemies}}, hardly meaningful if fighting every enemy is a practical or absolute requirement, and rarely acknowledged in games that meet both of these requirements.

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The inverse of this is the [[KillEmAll Genocide Run]], in which the player's task is to kill everything that moves. This is only possible if enemies are limited in number and don't {{respawn|ingEnemies}}, hardly meaningful if fighting every enemy is a practical or absolute requirement, and rarely acknowledged in games that meet both of these requirements.



* The Ghandi bonus in the first two games of the ''VideoGame/TheJourneymanProject'' series is awarded if you defeat your enemies with non lethal force, which gives you extra points. It's possible to complete a game this way too.

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* The Ghandi bonus in the first two games of the ''VideoGame/TheJourneymanProject'' series is awarded if you defeat your enemies with non lethal non-lethal force, which gives you extra points. It's possible to complete a game this way too.



** Only two characters ''have'' to be fought in order to complete the original ''VideoGame/DeusEx''; neither have to be killed and both can be circumvented. The first can be injured to the point that she'll retreat and open the door she guards[[note]]The game acts as if you killed the first character even if you circumvent her, due to the game's intent of railroading you into killing. However, given the nature of the game one could always claim that she was killed by someone else for her failure and/or knowing too much after you escaped and were being framed for the killing.[[/note]], and the second can be knocked unconscious and is also quite willing to blow himself up for you due to poor AI. The rest can be stunned or [[SkippableBoss circumvented]] in various fashions. The game encourages pacifism in the first level by having characters react positively to you if you don't slaughter everything in sight, but after that there's no longer any explicit encouragement, and it's strictly a matter of pride (although you ''will'' get bitched out for slaughtering civilians). Two of the endings however, require the death of the BigBad. One ending is explicit, as the [[spoiler: player presses a button that causes him to blow up quite violently]] where as the other he dies as a result of the player [[spoiler: blowing up the final level. The third ending might have him die, but the game never states his fate.]]

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** Only two characters ''have'' to be fought in order to complete the original ''VideoGame/DeusEx''; neither have to be killed and both can be circumvented. The first can be injured to the point that she'll retreat and open the door she guards[[note]]The game acts as if you killed the first character even if you circumvent her, due to the game's intent of railroading you into killing. However, given the nature of the game game, one could always claim that she was killed by someone else for her failure and/or knowing too much after you escaped and were being framed for the killing.[[/note]], and the second can be knocked unconscious and is also quite willing to blow himself up for you due to poor AI. The rest can be stunned or [[SkippableBoss circumvented]] in various fashions. The game encourages pacifism in the first level by having characters react positively to you if you don't slaughter everything in sight, but after that that, there's no longer any explicit encouragement, and it's strictly a matter of pride (although you ''will'' get bitched out for slaughtering civilians). Two of the endings endings, however, require the death of the BigBad. One ending is explicit, as the [[spoiler: player presses a button that causes him to blow up quite violently]] where as the other he dies as a result of the player [[spoiler: blowing up the final level. The third ending might have him die, but the game never states his fate.]]



** ''VideoGame/DeusExInvisibleWar'' picks this up, as even plot-critical deaths are optional. The benefits manifest differently depending on which faction wants them dead and how their death affects gameplay (keeping one person alive grants access to a weapon you won't seriously need till the end), but ultimately there are no required kills. A hidden bonus is that the wrap party has a lot more patrons the less people you kill.
** ''VideoGame/DeusExHumanRevolution'', like its predecessors, can be played in a pacifist manner, by circumventing enemies or knocking them out with gas grenades, tasers, tranquilizers, and fists, except for a handful of forced boss battles. Unlike the first two games though, the bosses can't be circumvented so you have to fight and kill them (even in the UpdatedReRelease you can't actually prevent their deaths due to conventions). There is an achievement for doing a pacifist run (excepting the boss battles). Storyline wise, it makes sense, because the bosses are absolutely insane and have very much crossed the MoralEventHorizon. Though, technically, you only kill two of them (the first and last ones kill themselves in the cutscenes following their defeats). The Director's Cut went one step further, making the pacifist fighting methods a little easier to use in the boss fights. The base game itself encourages the pacifist run through giving bonus EXP for non-lethal takedowns.

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** ''VideoGame/DeusExInvisibleWar'' picks this up, as even plot-critical deaths are optional. The benefits manifest differently depending on which faction wants them dead and how their death affects gameplay (keeping one person alive grants access to a weapon you won't seriously need till the end), but ultimately there are no required kills. A hidden bonus is that the wrap party has a lot more patrons the less fewer people you kill.
** ''VideoGame/DeusExHumanRevolution'', like its predecessors, can be played in a pacifist manner, by circumventing enemies or knocking them out with gas grenades, tasers, tranquilizers, and fists, except for a handful of forced boss battles. Unlike the first two games though, the bosses can't be circumvented so you have to fight and kill them (even in the UpdatedReRelease you can't actually prevent their deaths due to conventions). There is an achievement for doing a pacifist run (excepting the boss battles). Storyline wise, Storyline-wise, it makes sense, because the bosses are absolutely insane and have very much crossed the MoralEventHorizon. Though, technically, you only kill two of them (the first and last ones kill themselves in the cutscenes following their defeats). The Director's Cut went one step further, making the pacifist fighting methods a little easier to use in the boss fights. The base game itself encourages the pacifist run through by giving bonus EXP for non-lethal takedowns.



** The Medic class achievement "First Do No Harm" entails reaching the top of the scoreboard in a game of six or more players on a team without killing anyone, instead relying mainly on assist kills while healing others, supplemented by the healing itself (1 point awarded per 600 Health healed) and Übercharging. Depending on the game mode, there are other means of earning points: capturing the Intelligence, capturing a Control Point, pushing the Payload Cart for 10 seconds and reviving others (Mann Versus Machine). Given the fact that the entire enemy team would attempt tearing you a medically redundant new behind as Medics are high-priority targets, it's just as tough as it sounds. However, you can cheat by playing most of the round as another class, getting a high enough scoreboard position, switching to Medic, and then getting a single point without hurting anyone directly.

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** The Medic class achievement "First Do No Harm" entails reaching the top of the scoreboard in a game of six or more players on a team without killing anyone, instead relying mainly on assist kills while healing others, supplemented by the healing itself (1 point awarded per 600 Health healed) and Übercharging. Depending on the game mode, there are other means of earning points: capturing the Intelligence, capturing a Control Point, pushing the Payload Cart for 10 seconds seconds, and reviving others (Mann Versus Machine). Given the fact that the entire enemy team would attempt tearing you a medically redundant new behind as Medics are high-priority targets, it's just as tough as it sounds. However, you can cheat by playing most of the round as another class, getting a high enough scoreboard position, switching to Medic, and then getting a single point without hurting anyone directly.



* Encouraged and possible, though insanely difficult to do thoroughly, in ''VideoGame/SWAT3''. Suspects can be challenged (in fact, not challenging them before firing will give you severe penalties) and can be prodded with rubber bullets, flashbangs and CS gas to make them drop their weapons and surrender. Taking a large portion of suspects alive will get you a massive bonus at the end of each mission. Taking ''every'' suspect alive, however, is very difficult, as rubber bullets can sometimes be lethal (like in real life) and some suspects are very uncooperative and agressive. This is in no way helped by your trigger-happy squad members, so going for a complete pacifist run is very much a LuckBasedMission.
* In ''VideoGame/SWAT4'', this is even more encouraged, and in fact mandatory to some degree. Like in its predecessors you need to challenge suspects and prod them with less-lethal weapons in order to make them surrender. Taking every suspect alive is a must for a perfect score, and taking at least a fair portion alive is necessary to get a good enough score to even progress to the next mission. Going for a complete pacifist run is much, much easier this time around thanks to access to more less-lethal weaponry, no risk of suspects randomly dying from being hit by them, and less trigger-happy squad members.
* Although most of ''VideoGame/BioShockInfinite'' requires guns blazing and kill-counts in the hundreds to complete the game, Episode 2 of the ''Burial at Sea'' {{DLC}} becomes a StealthBasedMission, especially at the beginning, as Elizabeth begins the level completely unequipped. With the right use of the [[XRayVision Peeping]] [[{{Invisibility}} Tom]] and [[ImmuneToBullets Ironsides]] plasmids, it is possible to finish the DLC with no kills. Some dialogue in this section hints that Elizabeth's fate depends on whether she avoids killing, which may have been based on an idea for multiple endings to the DLC, but in practice it's just for bragging rights. [[HarderThanHard 1998 Mode]] removes guns and the Radar Range from the game, meaning Elizabeth can only eliminate enemies using non-lethal methods such as knocking them out with the Air Grabber or using the tranquilizer crossbow.

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* Encouraged and possible, though insanely difficult to do thoroughly, in ''VideoGame/SWAT3''. Suspects can be challenged (in fact, not challenging them before firing will give you severe penalties) and can be prodded with rubber bullets, flashbangs flashbangs, and CS gas to make them drop their weapons and surrender. Taking a large portion of suspects alive will get you a massive bonus at the end of each mission. Taking ''every'' suspect alive, however, is very difficult, as rubber bullets can sometimes be lethal (like in real life) and some suspects are very uncooperative and agressive.aggressive. This is in no way helped by your trigger-happy squad members, so going for a complete pacifist run is very much a LuckBasedMission.
* In ''VideoGame/SWAT4'', this is even more encouraged, and in fact mandatory to some degree. Like in its predecessors you need to challenge suspects and prod them with less-lethal weapons in order to make them surrender. Taking every suspect alive is a must for a perfect score, and taking at least a fair portion alive is necessary to get a good enough score to even progress to the next mission. Going for a complete pacifist run is much, much easier this time around thanks to access to of more less-lethal weaponry, no risk of suspects randomly dying from being hit by them, and less trigger-happy squad members.
* Although most of ''VideoGame/BioShockInfinite'' requires guns blazing and kill-counts in the hundreds to complete the game, Episode 2 of the ''Burial at Sea'' {{DLC}} becomes a StealthBasedMission, especially at the beginning, as Elizabeth begins the level completely unequipped. With the right use of the [[XRayVision Peeping]] [[{{Invisibility}} Tom]] and [[ImmuneToBullets Ironsides]] plasmids, it is possible to finish the DLC with no kills. Some dialogue in this section hints that Elizabeth's fate depends on whether she avoids killing, which may have been based on an idea for multiple endings to the DLC, but in practice practice, it's just for bragging rights. [[HarderThanHard 1998 Mode]] removes guns and the Radar Range from the game, meaning Elizabeth can only eliminate enemies using non-lethal methods such as knocking them out with the Air Grabber or using the tranquilizer crossbow.



* ''VideoGame/DiscworldMUD'' has many ways of advancing character without killing, including exploration, quests and using skills. This way is generally slower, but also requires less effort. There is even a special term for it, quoting official wiki, [[http://dwwiki.mooo.com:8080/wiki/Idlechasing "Idlechasing, the art of getting as much experience as possible by using commands, usually without going on a killing rampage or moving much"]].

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* ''VideoGame/DiscworldMUD'' has many ways of advancing character without killing, including exploration, quests quests, and using skills. This way is generally slower, but also requires less effort. There is even a special term for it, quoting official wiki, [[http://dwwiki.mooo.com:8080/wiki/Idlechasing "Idlechasing, the art of getting as much experience as possible by using commands, usually without going on a killing rampage or moving much"]].



* In ''VideoGame/PrinceOfPersia1'', it was possible to get past any guard blocking your route without killing or even striking them with your sword. Careful use of parrying while moving forward ''inside'' their reach would see you suddenly swap places. At this point it was possible to step back, sheathe your sword then quickly turn and run (to avoid a OneHitKill while unarmed) to reach the next platform or screen. This meant they were still there if you had to go back the way you came. The FinalBoss was the only enemy you ''had'' to kill.

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* In ''VideoGame/PrinceOfPersia1'', it was possible to get past any guard blocking your route without killing or even striking them with your sword. Careful use of parrying while moving forward ''inside'' their reach would see you suddenly swap places. At this point point, it was possible to step back, sheathe your sword then quickly turn and run (to avoid a OneHitKill while unarmed) to reach the next platform or screen. This meant they were still there if you had to go back the way you came. The FinalBoss was the only enemy you ''had'' to kill.



** [[https://www.youtube.com/watch?v=4kvT0dywaF8 Someone achieved this]] with the original ''VideoGame/SuperMarioBros1'' -- not only a pacifist run, but also a NoDamageRun deliberately arranged to complete the game with ''only 500 points,'' the least possible.

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** [[https://www.youtube.com/watch?v=4kvT0dywaF8 Someone achieved this]] with the original ''VideoGame/SuperMarioBros1'' -- not only a pacifist run, run but also a NoDamageRun deliberately arranged to complete the game with ''only 500 points,'' the least possible.



* ''VideoGame/SuperMarioMaker2'': In this game where players can craft their own levels, some have created these runs. In the ''VideoGame/SuperMario3DWorld''-theme board, they seal off the path to the goal post or axe with a locked warp box. This will only activate when the player reaches it with a key. The builder then puts a key inside every single killable-enemy in the board, from little goombas to piranha plants, and so on. The death of any enemy, sometimes even by neutral hazards, will give the player the key the enemy had, resulting in the player being warped away from the goal post to probable death.

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* ''VideoGame/SuperMarioMaker2'': In this game where players can craft their own levels, some have created these runs. In the ''VideoGame/SuperMario3DWorld''-theme board, they seal off the path to the goal post or axe with a locked warp box. This will only activate when the player reaches it with a key. The builder then puts a key inside every single killable-enemy killable enemy in the board, from little goombas to piranha plants, and so on. The death of any enemy, sometimes even by neutral hazards, will give the player the key the enemy had, resulting in the player being warped away from the goal post to probable death.



* Unlike most music games, missing an enemy in ''VideoGame/MuseDash'' doesn't necessarily cause you to take damage; if you miss by simply dodging the enemy, you won't get hurt. Thus, on some charts it's entirely possible to clear the chart with all of the notes missed, and it's even possible to combine this with a NoDamageRun if the chart is sparse enough.

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* Unlike most music games, missing an enemy in ''VideoGame/MuseDash'' doesn't necessarily cause you to take damage; if you miss by simply dodging the enemy, you won't get hurt. Thus, on some charts charts, it's entirely possible to clear the chart with all of the notes missed, and it's even possible to combine this with a NoDamageRun if the chart is sparse enough.



* ''VideoGame/{{DRL}}'' enforces this behavior on players in the Angel of Pacifism challenge by simply disallowing any use of weapons. The player wins by running through all the levels and finally nuking the Spider Mastermind (the player gets the nuke at the start), and to ease things up (somewhat), the player gets a levelup after descending every third stairs. This encourages players to enter certain special levels that have the entrance and exit close to each other, and any and all monsters killing themselves or others (through infighting, running through lava or [[TooDumbToLive shooting barrels while standing next to them]] are credited to the player, with an according experience gain. On the other hand, there are extra challenges that take this concept to the extreme - the Archangel of Pacifism takes away the "levelup at every third floor" mechanic, and even worse, the Angelic Pacifist badge requires the player to win the game with exactly ''one kill'' (that one being the Mastermind) - if any monster is killed by other monster's attack, or even more unluckily, if a monster is generated on acid or lava, you can just kiss your run goodbye.

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* ''VideoGame/{{DRL}}'' enforces this behavior on players in the Angel of Pacifism challenge by simply disallowing any use of weapons. The player wins by running through all the levels and finally nuking the Spider Mastermind (the player gets the nuke at the start), and to ease things up (somewhat), the player gets a levelup level-up after descending every third stairs. stair. This encourages players to enter certain special levels that have the entrance and exit close to each other, and any and all monsters killing themselves or others (through infighting, running through lava lava, or [[TooDumbToLive shooting barrels while standing next to them]] are credited to the player, with an according experience gain. On the other hand, there are extra challenges that take this concept to the extreme - the Archangel of Pacifism takes away the "levelup "level-up at every third floor" mechanic, and even worse, the Angelic Pacifist badge requires the player to win the game with exactly ''one kill'' (that one being the Mastermind) - if any monster is killed by other monster's attack, or even more unluckily, if a monster is generated on acid or lava, you can just kiss your run goodbye.



** According to ''VideoGame/FalloutNewVegas''[='=]s project director, Josh Sawyer, being able to play through the game's main plot both by killing everyone and killing absolutely no one were intended as [[https://web.archive.org/web/20141125224016/http://forums.bethsoft.com/topic/1096751-fallout-new-vegas-fan-interview/ "initial design tenets"]]. The AI is liable to get funky if you attempt it, but at no point during the main quest is the player character forced to kill an enemy in combat, regardless of which [[FactionSpecificEndings faction ending]] they go for. This can lean into TechnicalPacifist territory, however, and both House and the Legion's endings involve wiping out one faction in one manner or another; the Legion even tasks you with an assassination, though you can botch it. NCR and Wild Card runs, though, can use diplomacy to avoid wiping out any of the game's minor factions.
*** Notably, a full non-combat run through the game doesn't necessarily let the player finish with truly clean hands. Reaching any ending still forces some level of moral compromise on the player's part: the Omertas questline can be skipped but otherwise its Speech solution involves convincing Cachino to open fire for you; when siding against Mr. House you're given an alternative to directly killing the man, by disabling him from the computer interface that lets him interact with the world, but doing so is CruelMercy and is said to reduce him to a "year of life at most" [[note]] A note in the game files indicates that, in the NCR route, it would be possible to convince Mr. House to give up the sovereignty of the New Vegas Strip in exchange for NCR citinzenship and amnesty, but is was scrapped for unknown reasons.[[/note]]; destroying the Brotherhood of Steel is mandatory for House and the Legion, and while this can be accomplished with stealth and setting their base to self-destruct, it still results in the death of anyone in there.
*** In addition to using Speech and Sneak to talk, avoid and pickpocket your way around people as in most ''Fallout'' games, ''New Vegas'' has a few added tools to take advantage of. Disguises allow the player to avoid being shot on sight by factions they've irritated, though have limits. Weapons with fatigue damage exist, allowing players to temporarily ragdoll and stun enemies, though these do an amount of regular damage as well. Of course, as far as the Pip-boy stats go, kills by companions won't count as yours...

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** According to ''VideoGame/FalloutNewVegas''[='=]s project director, Josh Sawyer, being able to play through the game's main plot both by killing everyone and killing absolutely no one were was intended as [[https://web.archive.org/web/20141125224016/http://forums.bethsoft.com/topic/1096751-fallout-new-vegas-fan-interview/ "initial design tenets"]]. The AI is liable to get funky if you attempt it, but at no point during the main quest is the player character forced to kill an enemy in combat, regardless of which [[FactionSpecificEndings faction ending]] they go for. This can lean into TechnicalPacifist territory, however, and both House and the Legion's endings involve wiping out one faction in one manner or another; the Legion even tasks you with an assassination, though you can botch it. NCR and Wild Card runs, though, can use diplomacy to avoid wiping out any of the game's minor factions.
*** Notably, a full non-combat run through the game doesn't necessarily let the player finish with truly clean hands. Reaching any ending still forces some level of moral compromise on the player's part: the Omertas questline can be skipped but otherwise its Speech solution involves convincing Cachino to open fire for you; when siding against Mr. House you're given an alternative to directly killing the man, by disabling him from the computer interface that lets him interact with the world, but doing so is CruelMercy and is said to reduce him to a "year of life at most" [[note]] A note in the game files indicates that, in the NCR route, it would be possible to convince Mr. House to give up the sovereignty of the New Vegas Strip in exchange for NCR citinzenship citizenship and amnesty, but is was scrapped for unknown reasons.[[/note]]; destroying the Brotherhood of Steel is mandatory for House and the Legion, and while this can be accomplished with stealth and setting their base to self-destruct, it still results in the death of anyone in there.
*** In addition to using Speech and Sneak to talk, avoid avoid, and pickpocket your way around people as in most ''Fallout'' games, ''New Vegas'' has a few added tools to take advantage of. Disguises allow the player to avoid being shot on sight by factions they've irritated, though have limits. Weapons with fatigue damage exist, allowing players to temporarily ragdoll and stun enemies, though these do an amount of regular damage as well. Of course, as far as the Pip-boy stats go, kills by companions won't count as yours...



** In ''VideoGame/UltimaVI'', it's quite possible to complete the main quest without killing anybody. There are only few monster occupied areas that you must visit to advance the plot and it's possible to avoid combat in those by using invisibility rings and potions to slip by enemies unnoticed.

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** In ''VideoGame/UltimaVI'', it's quite possible to complete the main quest without killing anybody. There are only a few monster occupied monster-occupied areas that you must visit to advance the plot and it's possible to avoid combat in those by using invisibility rings and potions to slip by enemies unnoticed.



* A common and useful GameBreaker in ''VideoGame/FinalFantasyVIII'' is simply to junction 100 [[TakenForGranite Break]] spells to your weapon's elemental attack and hit enemies with that when you otherwise just can't run away. Doing this keeps you from gaining experience and levels, which helps in the long run once you find decent spells to junction to your physical stats.

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* A common and useful GameBreaker in ''VideoGame/FinalFantasyVIII'' is simply to junction 100 [[TakenForGranite Break]] spells to your weapon's elemental attack and hit enemies with that when you otherwise just can't run away. Doing this keeps you from gaining experience and levels, which helps in the long run once you find decent spells to junction to your physical stats.



** ''VideoGame/MetalGearSolidPeaceWalker'' lets you do a pacifist run one step at a time. Each of its stages are mission-based, letting you do a perfect no-kills stealth run once you're properly prepared, even against a missile tank supported by thirty troops.

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** ''VideoGame/MetalGearSolidPeaceWalker'' lets you do a pacifist run one step at a time. Each of its stages are is mission-based, letting you do a perfect no-kills stealth run once you're properly prepared, even against a missile tank supported by thirty troops.



* The ''VideoGame/{{Thief}}'' games, on higher difficulties, often ''require'' you not to kill anyone in a mission. Ideally, you do so by just getting around without being noticed. If you must pop someone, though, you have a blackjack which can knock the unaware victim out in a single strike. You can play through the first two games without knocking out anyone or anything, let alone killing them. In rare missions, you may be restricted from even knocking out people, or from even being detected.
** Doesn't apply to the 2nd game, as [[spoiler:one of the objectives is to kidnap a person. The only way to do that is to knock him out. Both games features BigBads in need of killing, though both times indirectly.]] However, beyond these exceptions, it's possible to complete the game without killing or knocking out anyone else.

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* The ''VideoGame/{{Thief}}'' games, on higher difficulties, often ''require'' you not to kill anyone in a mission. Ideally, you do so by just getting around without being noticed. If you must pop someone, though, you have a blackjack which that can knock the unaware victim out in a single strike. You can play through the first two games without knocking out anyone or anything, let alone killing them. In rare missions, you may be restricted from even knocking out people, or from even being detected.
** Doesn't apply to the 2nd game, as [[spoiler:one of the objectives is to kidnap a person. The only way to do that is to knock him out. Both games features feature BigBads in need of killing, though both times indirectly.]] However, beyond these exceptions, it's possible to complete the game without killing or knocking out anyone else.



* ''VideoGame/{{Oddworld}}: Stranger's Wrath'', being a BountyHunter themed game, allows you to choose between killing an enemy, or simply stunning them long enough for you to trap then in your [[BagOfHolding bounty bag]]. Live enemies are worth more than dead enemies. Challenges could include bringing in all bounties alive, bringing in all outlaws alive, or bringing in all enemies in the game alive. Minor challenges could also include never attacking a non-hostile NPC for Moolah, or neglecting to collect two optional Moolah rewards that require robbing innocents. [[spoiler:Due to a GenreShift late in the game, this becomes more difficult. You are required to kill several enemies (including the BigBad) during the final levels. In addition, the previously pacifistic Bounty Bag is replaced with a Bait Bag that is used to breed your living ammo. Guess what they eat?]]

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* ''VideoGame/{{Oddworld}}: Stranger's Wrath'', being a BountyHunter themed game, allows you to choose between killing an enemy, or simply stunning them long enough for you to trap then them in your [[BagOfHolding bounty bag]]. Live enemies are worth more than dead enemies. Challenges could include bringing in all bounties alive, bringing in all outlaws alive, or bringing in all enemies in the game alive. Minor challenges could also include never attacking a non-hostile NPC for Moolah, or neglecting to collect two optional Moolah rewards that require robbing innocents. [[spoiler:Due to a GenreShift late in the game, this becomes more difficult. You are required to kill several enemies (including the BigBad) during the final levels. In addition, the previously pacifistic Bounty Bag is replaced with a Bait Bag that is used to breed your living ammo. Guess what they eat?]]



** And in ''Wrath of Heaven'' there is one level in which, at first, you can't kill any guard.

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** And in ''Wrath of Heaven'' Heaven'', there is one level in which, at first, you can't kill any guard.



* It is possible to complete a playthough of ''VideoGame/CastleWolfenstein'' without killing a single guard. However, it is very tricky and mostly relies on the RandomlyGeneratedLevels arranging themselves [[LuckBasedMission in your favor]]. It is also important to keep grenades handy for blowing up obstructing walls and to steal uniforms so that regular guards will leave you alone.

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* It is possible to complete a playthough playthrough of ''VideoGame/CastleWolfenstein'' without killing a single guard. However, it is very tricky and mostly relies on the RandomlyGeneratedLevels arranging themselves [[LuckBasedMission in your favor]]. It is also important to keep grenades handy for blowing up obstructing walls and to steal uniforms so that regular guards will leave you alone.



* ''VideoGame/GalacticCivilizations'': you don't get an achievement for it, but you can win by forming Alliances with all the other races, forming an Alliance with one race and having ''them'' crush your enemies, or by using heavily upgraded influence starbases to either culture-hug enemy worlds into defecting to your side, or to mark most of the map as your territory (which brings with it the incidental bonus that you can ram through any result you want at the United Planets and nobody will have the voting power to stop you).

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* ''VideoGame/GalacticCivilizations'': you don't get an achievement for it, but you can win by forming Alliances with all the other races, forming an Alliance with one race and having ''them'' crush your enemies, or by using heavily upgraded influence starbases to either culture-hug enemy worlds into defecting to your side, side or to mark most of the map as your territory (which brings with it the incidental bonus that you can ram through any result you want at the United Planets and nobody will have the voting power to stop you).



** Completely possible in ''VideoGame/GrandTheftAuto2'', where one can score points by performing stunts, taking cars to a crusher, or simply giving people rides in Taxis. Each level can also be finished by collecting hidden token scattered around the map, with each district having a bonus stage that can only be played after doing this.
* ''VideoGame/WatchDogs2'' gives all the tools for a pacifist run. Hacked power conduits, shock gadgets, the stun gun and melee attacks all non-lethally subdue enemies, and drones can often complete an objective without Marcus even being in the danger zone. However, this isn't directly incentivised by the game, perhaps because it plays like a SelfImposedChallenge - not only do lethal explosives have a much wider radius, stunned enemies will wake up by themselves after a couple of minutes or when roused by a buddy, and not using steam pipe explosions in car chases removes the most effective way of disabling an enemy vehicle.

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** Completely possible in ''VideoGame/GrandTheftAuto2'', where one can score points by performing stunts, taking cars to a crusher, or simply giving people rides in Taxis. Each level can also be finished by collecting hidden token tokens scattered around the map, with each district having a bonus stage that can only be played after doing this.
* ''VideoGame/WatchDogs2'' gives all the tools for a pacifist run. Hacked power conduits, shock gadgets, the stun gun gun, and melee attacks all non-lethally subdue enemies, and drones can often complete an objective without Marcus even being in the danger zone. However, this isn't directly incentivised by the game, perhaps because it plays like a SelfImposedChallenge - not only do lethal explosives have a much wider radius, stunned enemies will wake up by themselves after a couple of minutes or when roused by a buddy, and not using steam pipe explosions in car chases removes the most effective way of disabling an enemy vehicle.



* Many Tabletop [=RPGs=] enable you to avoid conflict through stealth, negotiation or deception, and may reward a nonviolent approach with additional ExperiencePoints. Of course, there's no guarantee that your plans will survive contact with [[RandomNumberGod the dice]], [[KillerGameMaster the gamemaster]], or [[WeAreStrugglingTogether your fellow players]].
* Slightly odd tabletop example: In ''TabletopGame/DungeonsAndDragons'''s fourth edition, player characters who reduce an {{NPC}} enemy to zero or less hit points always have the option to decide then and there to only knock that enemy out instead of killing them. Stop to think about that for a moment: with this rule in force, any given scenario played through could fairly trivially ''become'' a pacifist run, the possibility is just something that doesn't seem to as much as occur to most players. Probably because the idea of ripping the target's life-force out or disintegrating them in a [[AsLethalAsItNeedsToBe non-lethal]] manner is so counter-intuitive.

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* Many Tabletop [=RPGs=] enable you to avoid conflict through stealth, negotiation negotiation, or deception, deception and may reward a nonviolent approach with additional ExperiencePoints. Of course, there's no guarantee that your plans will survive contact with [[RandomNumberGod the dice]], [[KillerGameMaster the gamemaster]], or [[WeAreStrugglingTogether your fellow players]].
* Slightly odd tabletop example: In ''TabletopGame/DungeonsAndDragons'''s fourth edition, player characters who reduce an {{NPC}} enemy to zero or less fewer hit points always have the option to decide then and there to only knock that enemy out instead of killing them. Stop to think about that for a moment: with this rule in force, any given scenario played through could fairly trivially ''become'' a pacifist run, the possibility is just something that doesn't seem to as much as occur to most players. Probably because the idea of ripping the target's life-force out or disintegrating them in a [[AsLethalAsItNeedsToBe non-lethal]] manner is so counter-intuitive.
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Changing Ocelot's alignment to something more appropriate. This is Ocelot we're talking about.


[[folder:Adventure]]

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[[folder:Adventure]][[folder:Adventure Game]]



** In ''VideoGame/MetalGearSolid2'', since you only kill (in-story) two of the bosses, no real difference is made whether you stamina-kill them or not (only that a stamina-kill doesn't show up on your score as a real kill). Interestingly, not-killing Fatman, one of the story-killed bosses, results in him passing out at the end of his dying speech instead of dying. When Ocelot remarks on Fatman's death later on, the line is the same, but the implication is that Ocelot killed him rather than you, which provides a neat clue as to Ocelot's [[DoubleAgent real alignment]].

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** In ''VideoGame/MetalGearSolid2'', since you only kill (in-story) two of the bosses, no real difference is made whether you stamina-kill them or not (only that a stamina-kill doesn't show up on your score as a real kill). Interestingly, not-killing Fatman, one of the story-killed bosses, results in him passing out at the end of his dying speech instead of dying. When Ocelot remarks on Fatman's death later on, the line is the same, but the implication is that Ocelot killed him rather than you, which provides a neat clue as to Ocelot's [[DoubleAgent [[DoubleReverseQuadrupleAgent real alignment]].
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* It is possible to do beat ''VideoGame/{{Metroid 1}}'' and have the only enemy you defeat be [[FinalBoss Mother Brain]]. The main obstacle comes in the form of missile ammo: unlike later games, which have recharge stations for energy and ammunition, the NES classic only gives you these through item drops from defeated enemies. Since missiles are absolutely required to get through the final part of the game and defeat Mother Brain, you will not only need to get pretty much every missile expansion in the game (as you no longer have access to the massive 75 missile upgrades that defeating Kraid and Ridley nets you), but you also can't afford to waste a single one before reaching [[TheVeryDefinitelyFinalDungeon Tourian]]. Also, because some missile expansions are behind doors that require missiles themselves, you will have to use the (very simple to do) "door glitch" to enter those rooms.

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* It is possible to do beat ''VideoGame/{{Metroid 1}}'' and have the only enemy you defeat be [[FinalBoss Mother Brain]]. The main obstacle comes in the form of missile ammo: unlike later games, which have recharge stations for energy and ammunition, the NES classic original only gives you these through item drops from defeated enemies. Since missiles are absolutely required to get through the final part of the game and defeat Mother Brain, you will not only need to get pretty much every missile expansion in the game (as you no longer have access to the massive 75 missile upgrades that defeating Kraid and Ridley nets you), but you also can't afford to waste a single one before reaching [[TheVeryDefinitelyFinalDungeon Tourian]]. Also, In addition, because some missile expansions are behind doors that require missiles themselves, you will have to use the (very simple to do) "door glitch" to enter those rooms.
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* It is possible to do beat ''VideoGame/{{Metroid 1}}'' and have the only enemy you defeat be [[FinalBoss Mother Brain]]. The main obstacle comes in the form of missile ammo: unlike later games, which have recharge stations for energy and ammunition, the NES classic only gives you these through item drops from defeated enemies. Since missiles are absolutely required to get through the final part of the game and defeat Mother Brain, you will not only need to get pretty much every missile expansion in the game (as you no longer have access to the massive 75 missile upgrades that defeating Kraid and Ridley nets you), but you also can't afford to waste a single one before reaching [[TheVeryDefinitelyFinalDungeon Tourian]]. Also, because some missile expansions are behind doors that require missiles themselves, you will have to use the (very simple to do) "door glitch" to enter those rooms.
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* ''VideoGame/{{Everhood}}'': In the second half of the game, you can refuse to kill anyone, leading to a different ending.
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** The storyline "[[https://www.egscomics.com/egsnp/2016-03-21-no-tail-yanking Rad Squirrel]]" has her attempt a one in ''VideoGame/FallOutNewVegas''. She starts off thinking she can't fight at all, and therefore regularly gets her KarmaMeter dinged by failing to [[https://www.egscomics.com/egsnp/2016-03-30-you39ve-lost-karma rescue people]] or [[https://www.egscomics.com/egsnp/2016-04-06 stop escaped convicts]]. It lasts until she encounters the Legion and [[spoiler: goes all BewareTheNiceOnes about three seconds after [[https://www.egscomics.com/egsnp/2016-04-27-oh-bro-no hearing their philosophy]]]].

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** The storyline "[[https://www.egscomics.com/egsnp/2016-03-21-no-tail-yanking Rad Squirrel]]" has her attempt a one in ''VideoGame/FallOutNewVegas''.''VideoGame/FalloutNewVegas''. She starts off thinking she can't fight at all, and therefore regularly gets her KarmaMeter dinged by failing to [[https://www.egscomics.com/egsnp/2016-03-30-you39ve-lost-karma rescue people]] or [[https://www.egscomics.com/egsnp/2016-04-06 stop escaped convicts]]. It lasts until she encounters the Legion and [[spoiler: goes all BewareTheNiceOnes about three seconds after [[https://www.egscomics.com/egsnp/2016-04-27-oh-bro-no hearing their philosophy]]]].
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** The storyline "[[https://www.egscomics.com/egsnp/2016-03-21-no-tail-yanking Rad Squirrel]]" has her attempt a one in ''VideoGame/FallOutNewVegas''. She starts off thinking she can't fight at all, and therefore regularly gets her KarmaMeter dinged by failing to [[[[https://www.egscomics.com/egsnp/2016-03-30-you39ve-lost-karma rescue people]] or [[https://www.egscomics.com/egsnp/2016-04-06 stop escaped convicts]]. It lasts until she encounters the Legion and [[spoiler: goes all BewareTheNiceOnes about three seconds after [[https://www.egscomics.com/egsnp/2016-04-27-oh-bro-no hearing their philosophy]]]].

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** The storyline "[[https://www.egscomics.com/egsnp/2016-03-21-no-tail-yanking Rad Squirrel]]" has her attempt a one in ''VideoGame/FallOutNewVegas''. She starts off thinking she can't fight at all, and therefore regularly gets her KarmaMeter dinged by failing to [[[[https://www.[[https://www.egscomics.com/egsnp/2016-03-30-you39ve-lost-karma rescue people]] or [[https://www.egscomics.com/egsnp/2016-04-06 stop escaped convicts]]. It lasts until she encounters the Legion and [[spoiler: goes all BewareTheNiceOnes about three seconds after [[https://www.egscomics.com/egsnp/2016-04-27-oh-bro-no hearing their philosophy]]]].
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** The second part of "[[https://www.egscomics.com/egsnp/2016-06-27 Video Gaaaaaames]]" has her try it in ''VideoGame/DeusExHumanRevolution''. She [[https://www.egscomics.com/egsnp/2016-07-04 immediately finds]] that the first fight happens ''before'' she gets non-lethal combat options, so she [[https://www.egscomics.com/egsnp/2016-08-06 decides]] to LeeroyJenkins it, and be pacifist ''after'' that. She also [[https://www.egscomics.com/egsnp/2016-07-13 can't help noticing]] that the people she's KO'd kind of ''look'' dead. And, again, [[spoiler: she goes all BewareTheNiceOnes after one of her allies is killed. According to TheRant, Dan did the same thing.]]

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** The second part of "[[https://www.egscomics.com/egsnp/2016-06-27 Video Gaaaaaames]]" has her try it in ''VideoGame/DeusExHumanRevolution''. She [[https://www.egscomics.com/egsnp/2016-07-04 immediately finds]] that the first fight happens ''before'' she gets non-lethal combat options, so she [[https://www.egscomics.com/egsnp/2016-08-06 decides]] to LeeroyJenkins it, and be pacifist ''after'' that. She also [[https://www.egscomics.com/egsnp/2016-07-13 can't help noticing]] that the people she's KO'd kind of ''look'' dead. And, again, [[spoiler: she goes all BewareTheNiceOnes after [[https://www.egscomics.com/egsnp/2016-07-18 one of her allies is killed.killed]]. According to TheRant, Dan did the same thing.]]
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[[folder: Other Media]]
* The ''Webcomic/ElGoonishShive'' NP strips have two storylines about Grace trying a pacifist run:
** The storyline "[[https://www.egscomics.com/egsnp/2016-03-21-no-tail-yanking Rad Squirrel]]" has her attempt a one in ''VideoGame/FallOutNewVegas''. She starts off thinking she can't fight at all, and therefore regularly gets her KarmaMeter dinged by failing to [[[[https://www.egscomics.com/egsnp/2016-03-30-you39ve-lost-karma rescue people]] or [[https://www.egscomics.com/egsnp/2016-04-06 stop escaped convicts]]. It lasts until she encounters the Legion and [[spoiler: goes all BewareTheNiceOnes about three seconds after [[https://www.egscomics.com/egsnp/2016-04-27-oh-bro-no hearing their philosophy]]]].
** The second part of "[[https://www.egscomics.com/egsnp/2016-06-27 Video Gaaaaaames]]" has her try it in ''VideoGame/DeusExHumanRevolution''. She [[https://www.egscomics.com/egsnp/2016-07-04 immediately finds]] that the first fight happens ''before'' she gets non-lethal combat options, so she [[https://www.egscomics.com/egsnp/2016-08-06 decides]] to LeeroyJenkins it, and be pacifist ''after'' that. She also [[https://www.egscomics.com/egsnp/2016-07-13 can't help noticing]] that the people she's KO'd kind of ''look'' dead. And, again, [[spoiler: she goes all BewareTheNiceOnes after one of her allies is killed. According to TheRant, Dan did the same thing.]]
[[/folder]]
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* ''VideoGame/Cyberpunk2077'' offers multiple ways to neutralize enemies without killing them. The problem with all of them is that this is essentially an InformedAbility. Blunt weapons for instance are categorized nonlethal, but bludgeoning people with baseball bats, steel pipes or cybernetic arm implants capable of punching holes in car engine blocks would almost certainly kill the victim in RealLife. Even less convincing are the eye and/or weapon mods that make all weapons nonlethal without actually changing how they work. This explicitly includes ordnance like 4-gauge shotguns, massive anti-materiel rifles, ''frag grenades'', and all sorts of full-auto bullet hoses. And then there's a sidequest that involves absolutely, definitely blowing up a few dozen people with a HoverTank's main gun. Granted, this one is optional, but only for as long as you don't care about getting what most players consider the game's [[MultipleEndings best ending]].

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* Prior to its release, the developers of ''VideoGame/Cyberpunk2077'' offers promised that the game could be played without killing anyone, and it does indeed offer multiple ways to neutralize enemies without killing them. The problem with all of them is that this is essentially an InformedAbility. Blunt weapons for instance are categorized nonlethal, but bludgeoning people with baseball bats, steel pipes or cybernetic arm implants capable of punching holes in car engine blocks would almost certainly kill the victim in RealLife. Even less convincing are the eye and/or weapon mods that make all weapons nonlethal without actually changing how they work. This explicitly includes ordnance like 4-gauge shotguns, massive anti-materiel rifles, ''frag grenades'', and all sorts of full-auto bullet hoses. And then there's a sidequest that involves absolutely, definitely blowing up a few dozen people with a HoverTank's main gun. Granted, this one is optional, but only for as long as you don't care about getting what most players consider the game's [[MultipleEndings best ending]].
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* ''VideoGame/Cyberpunk2077'' offers multiple ways to neutralize enemies without killing them. The problem with all of them is that this is essentially an InformedAbility. Blunt weapons for instance are categorized nonlethal, but bludgeoning people with baseball bats, steel pipes or cybernetic arm implants capable of punching holes in car engine blocks would almost certainly kill the victim in RealLife. Even less convincing are the eye and/or weapon mods that make all weapons nonlethal without actually changing how they work. This explicitly includes ordnance like 4-gauge shotguns, massive anti-materiel rifles, ''frag grenades'', and all sorts of full-auto bullet hoses. And then there's a sidequest that involves absolutely, definitely blowing up a few dozen people with a HoverTank's main gun. Granted, this one is optional, but only for as long as you don't care about getting what most players consider the game's [[MultipleEndings best ending]].

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* Players have found ways to complete certain ''Franchise/AssassinsCreed'' games with a minimum of blood on their hands. One standout example is ''VideoGame/AssassinsCreedOdyssey'' where the player's kill score[[note]]which normally reaches into the high thousands, if not above ten thousand per playthrough[[/note]] can be kept at near zero by letting the [[PlayerCharacter misthios']] AnimalCompanion Ikaros do most of the necessary killing for them. In situations where this doesn't work, like in conquest battles, paralyzing arrows can be used to neutralize enemies nonlethally. Players on a NewGamePlus run can also equip the legendary Pilgrim armor set to make themselves invisible indefinitely and just sneak past the majority of enemies in the game.



* ''VideoGame/{{Stellaris}}'' has the Pacifist and Fanatical Pacifist ethos. The former locks you into Liberation Wars and Defensive Wars (You can only wage war to make your goal planets into a new nation that follows your ethos, stop atrocities/humiliate the target empire, or to defend yourself). You can form vassals or form Federations. Fanatical Pacifists can only wage defensive wars, which means someone must declare war on them... they can't go to war for any reason. Oh, and both get bonus to other empires liking you... The Pacifist nation is going to play the diplomacy game and form alliances and Federations. The lack of war also means their economy will largely be focused on, so if a war breaks down, they can quickly replenish losses.

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* ''VideoGame/{{Stellaris}}'' has the Pacifist and Fanatical Pacifist ethos. The former locks you into Liberation Wars and Defensive Wars (You can only wage war to make your goal planets into a new nation that follows your ethos, stop atrocities/humiliate the target empire, or to defend yourself). You can form vassals or form Federations. Fanatical Pacifists can only wage defensive wars, which means someone must declare war on them... they can't go to war for any reason. Oh, and both get bonus to other empires liking you... The Pacifist nation is going to play the diplomacy game and form alliances and Federations. The lack of war also means their economy will largely be focused on, so if a war breaks down, they can quickly replenish losses. [[LoopholeAbuse That said]], pacifist empires can insult other empires the same as everyone else, so even though they can't declare war themselves, nothing's stopping them from riling up their target empire until it declares war on them.

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