How to balance PCs ignoring fluff-only hindrances

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I'm GM'ing a Savage Worlds (Adventure Edition) campaign, where the PCs have hindrances as usual: some directly affect the crunch and some only affect the fluff, e.g. Vengeful.

I don't want my (partly new) players to fall into "My Guy Syndrome" and let their hindrances decide their actions. Instead, I encouraged my players to act against their hindrances when they think it fits.
In addition to providing my players with the agency I want them to have, it can lead to very memorable moments when characters make a tough decision against their usual behavior, e.g. a vengeful character abstaining from revenge for a more important reason.

The problem I see: This can be unbalanced compared to crunch-affecting hindrances, as players cannot ignore those.

How can a fair balancing be ensured by the GM, when players can ignore fluff-only hindrances?

What I've thought of so far:

  • Ignoring a fluff-only hindrance causes a crunch-penalty, where the penalty can only be resolved by something fluffy, e.g. a vengeful character trying to take over someone else's revenge. Such a penalty could be a -1 on all/certain checks or one Benny less per session.
  • Ignoring a fluff-only hindrance costs one Benny, i.e. the player will start the next session with one Benny less.

This questions is meant to be good subjective:
Please answer based on your experiences, where similar situations have been successfully handled. Answers from other game systems are also appreciated.


Considering the answers (thanks!), I choose to apply a small penalty: a -1 on a check which appears roughly once per session.

The reason for applying a penalty at all is, that I see (and try to communicate with my players) a penalty not as punishment but as cost. Having a cost might help players justify for themselves to go against a hindrance, where otherwise they might feel like they must role play their hindrance.
Moreover, the players have a motivation to do something fluffy later on.

I know this train of thought does not apply to everyone, so I hope everyone reading this question reads all answers and estimates what's best for their group.

Best Answer

Preface: I haven't played Savage Worlds so I'm unfamiliar with the details.

I've been playing in a FATE Core game recently and Troubles sound pretty similar in description. For FATE, they had the mechanic of compels where anyone could suggest a way to bring up your trouble in an interesting way (e.g. maybe you have "a lover at every port") and someone might use that to say one of your past lovers shows up and complicates a situation. If you accepted it, you would get a FATE point (which sounds like a Benny) and if you declined it, you would have to pay a FATE point to avoid it.

A similar option could be done here; you (or anyone could suggest!) could bring up a situation where their Hindrance is important (e.g. "this guy annoyed you before, I'll give you a Benny if you start a fight/try to sabotage him") and offer them a Benny if they act in accordance with it, or they pay one if they do not. At least in FATE, this ties all of them into mechanics a little bit and in your situation would make the fluff ones have a little more mechanical teeth. It does require you (if no one else is) to come up with said problems, but likely you are already doing that.

Additionally, I treated Troubles (and thus Hindrances) as something the player picks to say "this is something a want to do" AND "this is something I want to cause interesting problems." This means that the players should avoid picking Hindrances they don't like; if I hate fighting, I shouldn't pick a Hindrance around fighting. If a player did but it turns out they aren't liking it and trying to avoid it at all times then I would have a conversation with the player about their character and what they want to do in the game. When I came up with my Trouble, it was a result of a conversation between me/the DM so we could figure out what would work best for both of us. This really helped ensure we both knew what we wanted out of it and probably would help here as well.

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