innerdude
Legend
A couple of sessions ago, I threw out a pretty tough combat encounter at my players. I knew it was going to be tough going in, so divvied out some extra resources beforehand (extra action points, hinted at some available magic items that could aid them).
And sure enough it was tough, but the group pulled through--wounded but victorious.
But I noticed this odd vibe coming from two of my players which I found puzzling. Namely, that no matter the actual outcome of the encounter for the group as a whole, the fact their characters were injured seemed to make them think they were being "punished" somehow (we're playing Savage Worlds, if that makes a difference to anyone), and was a source of annoyance to them.
The fact that these two characters didn't make it through the encounter completely unscathed was a failure, either on the part of the game, or on their part for not being able to "outsmart" the system.
After the session both of them were saying things like, "Man, I totally should have taken THIS edge instead of THAT edge," or, "What am I doing wrong? This shouldn't be happening, I must need different gear," and "You guys (i.e. the rest of the party) totally wasted those spells in that situation. I was the one that needed it more!"
And I'm thinking to myself, "Whaa? Really? You guys just defeated FIVE POWERFUL ENEMIES, and made a significant leap forward for 'scene framing' the next stages of the adventure. Yet somehow the fact that you're wounded, and have to deal with the consequences of being hurt in game is somehow unfair or unfun?"
I think on the surface this is a mild manifestation of gamism, or "power gaming"--something like, "If my character isn't at 100% effectiveness for combat ALWAYS, I'm simply not able to bring 'The Awesome' like I want to, which dampens my fun."
I guess having played some GURPS, and played with a fairly impartial D&D GM in the past who didn't pull punches in encounters, I suppose I'm somewhat baffled by this.
Now granted, Savage Worlds' natural healing mechanics are more gritty than D&D 3 or 4. Any wounds remaining after the first hour post-injury remain for five days of in-game time. After five days, the character makes a check with a penalty for the number of suffered wounds, so if a character doesn't succeed at the check immediately, the player is potentially running a "sub-optimal" character for potentially 2 weeks of "in game" time.
In my mind this is a feature, not a bug--accounting for "wounded" comrades becomes part of the challenge. If one of your key players is hurt, it's time for the rest of the group to step up to the plate and become more creative, strategic, and daring.
On a certain level, I sort of get the mindset--"I've structured a significant chunk of my free time to come play in this RPG, and I don't want to show up with the limited time I have with a 'gimped' character." But I find it surprising that a player could realistically believe in both the "social contract" sense and "verisimilitude" sense that a character consistently engaging in deadly combat is simply never going to be wounded.
So, I'm questioning--is this a realistic expectation for players? Is being "hurt" really a failure, or a punishment? How have you as GMs handled this expectation?
And sure enough it was tough, but the group pulled through--wounded but victorious.
But I noticed this odd vibe coming from two of my players which I found puzzling. Namely, that no matter the actual outcome of the encounter for the group as a whole, the fact their characters were injured seemed to make them think they were being "punished" somehow (we're playing Savage Worlds, if that makes a difference to anyone), and was a source of annoyance to them.
The fact that these two characters didn't make it through the encounter completely unscathed was a failure, either on the part of the game, or on their part for not being able to "outsmart" the system.
After the session both of them were saying things like, "Man, I totally should have taken THIS edge instead of THAT edge," or, "What am I doing wrong? This shouldn't be happening, I must need different gear," and "You guys (i.e. the rest of the party) totally wasted those spells in that situation. I was the one that needed it more!"
And I'm thinking to myself, "Whaa? Really? You guys just defeated FIVE POWERFUL ENEMIES, and made a significant leap forward for 'scene framing' the next stages of the adventure. Yet somehow the fact that you're wounded, and have to deal with the consequences of being hurt in game is somehow unfair or unfun?"
I think on the surface this is a mild manifestation of gamism, or "power gaming"--something like, "If my character isn't at 100% effectiveness for combat ALWAYS, I'm simply not able to bring 'The Awesome' like I want to, which dampens my fun."
I guess having played some GURPS, and played with a fairly impartial D&D GM in the past who didn't pull punches in encounters, I suppose I'm somewhat baffled by this.
Now granted, Savage Worlds' natural healing mechanics are more gritty than D&D 3 or 4. Any wounds remaining after the first hour post-injury remain for five days of in-game time. After five days, the character makes a check with a penalty for the number of suffered wounds, so if a character doesn't succeed at the check immediately, the player is potentially running a "sub-optimal" character for potentially 2 weeks of "in game" time.
In my mind this is a feature, not a bug--accounting for "wounded" comrades becomes part of the challenge. If one of your key players is hurt, it's time for the rest of the group to step up to the plate and become more creative, strategic, and daring.
On a certain level, I sort of get the mindset--"I've structured a significant chunk of my free time to come play in this RPG, and I don't want to show up with the limited time I have with a 'gimped' character." But I find it surprising that a player could realistically believe in both the "social contract" sense and "verisimilitude" sense that a character consistently engaging in deadly combat is simply never going to be wounded.
So, I'm questioning--is this a realistic expectation for players? Is being "hurt" really a failure, or a punishment? How have you as GMs handled this expectation?
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