Hello everyone,
I feel like I’m constantly here with questions but I have another one.
My Game run weekly and we are going into our sixth session. I’m running into the issue of my players meta gaming to “avoid bad outcomes” (I’ll elaborate)
The first instance was players with +owned wanting to get cybernetics for free and without any negative tag because: “I work for them they should want to suit me up”
I responded to this saying that: being +owned isn’t a benefit it means that your a disposable asset. Why would they waste money on you when another (insert playbook) will pop up eventually”
This session the collateral damage from one player using a nanofilament whip (should have) killed another player. The two players who (are trying to farm exp using the violent directive) felt the whips area damage shouldn’t have full affect on the other player because: “she would have gotten me on her back swing and it wasn’t intentional so I shouldn’t take the full hit”
This moment ended up bringing our game to a bit of a halt. I decided I would leave the decision up to my players whether we would continue to use harm as stats dictates (armor, harm, and other tags) or by fiction (getting shot in the head is an instant kill being near an explosion is an instant kill)
the players votes they prefer that fiction determines harm and damage rather than stats. I as the DM feel this puts them in a situation to be untouchable. I can describe attacks NPC’S make and they typically ask to roll cool to avoid attacks. my NPC’S have no way of avoiding their mix it up which is some time things like “I want to run down stairs and kill the guards so we can move forward.” on a successful mix it up the players will describe how they easily tear apart these hardened professionals with ease.
TL;TR: My players are attempting to meta game to avoid negative outcomes. They are all really attached to their characters and of course don’t want them to die. They use cool to avoid attacks from NPC’S then use mix it up to quickly conclude a charge situation “I want to kill the guards defending this room” “i want to gun down the security detail following us”
My players love action and combat but are making combat one sided for themselves please help.