[RPG] How should I deal with players who prefer “realistic” approaches to challenges

metagamingstar-warsstar-wars-force-and-destiny

this is my first time asking on here so I hope I'm asking a viable question.

So I'm currently GMing for a four man party in my Force and Destiny game. The party is made up of three Force-users and a droid. Things started off well but as we started to progress though the story a few concerning behaviors began to creep up. First off, my players aren't the most dedicated roleplayers. This itself isn't a huge deal as long as they at least try to play their characters and not themselves. They only play their characters in the third person and when addressing NPC's in game they would rather say, "I tell him X," or, "We tell them Y". Their lack of roleplaying isn't the issue but it probably contributes to it.

The problem I'm having is that they over analyze everything and they prefer to take "realistic" shortcuts to challenges in their way.

For example, if the party discovers a locked door with a magnetic shield over it, they would just cut through the wall next to it. If I were to tell them the shield extends to the wall I would just get a collective sigh from the group. If a bunch of outlaws were using a cave as a base, my players would just pile up logs at the entrance and ignite them in an attempt to suffocate the inhabitants. If I give the occupants oxygen masks it looks like I'm just railroading them inside. Tracking beacon aboard their ship? They just tell me that they're going to take X minutes to just find it instead of wasting their time rolling.

A few sessions ago they were ambushed in the jungle. Before the first round of combat even began they took ten real minutes to strategize their entire counterattack and to calculate the damage it would take to take out the attackers. I'm all for creative solutions but their constant pausing of the action to engineer the perfect solution for everything just removes the immersion or any sense of tension for everyone involved.

Should I just play along as long as they're having fun? Do I just make every enemy they come across irrationally over prepared? Should I plate every mundane wall in starship armor just so they bother with the door? Maybe I'm the problem for preparing a campaign for Jedi when they want to play as Soldiers?

Best Answer

Maybe FFG Star Wars is not the right system for them

RPGs cater for all types of roleplayers: from those at the tactical simulation (almost wargame) end to the immersive end (almost improv acting). FFG's Star Wars system is more at the improv acting end of the scale. It sounds like your players want a system at the wargame end of the scale.

The best solution may be to find a system that suits their playstyle and tweak it to fit in the Star Wars universe.

Tell your players "Realism doesn't work here"

FFG Star Wars about reproducing the cinematic action that you see in the films. The resolution mechanic expects that the players will try the sorts of crazy things that the character's in the films try and succeed at.

If your players are unwilling to unhesitatingly drop from a speeder a mile above Coruscant knowing their target will be there when they arrive, or shooting the Sarlacc to free a companion even though they are blind, or turning off their targeting computer and relying a lifetime total of 15 minutes Force training just because these things are stupid crazy then you need to tell them that all of these things are awesome and that million to one shots in Star Wars come up 9 times out of 10.

When you throw to them for there input don't just ask "What do you do?", ask "What is the most awesome thing you could do right now?" and find a way to make awesome work.

Star Wars is a morality tale about space wizards - what's realistic about that?

Your specific questions

Should I just play along as long as they're having fun?

If you are having fun too, yes.

Do I just make every enemy they come across irrationally over prepared?

Depends on what irrationally means. People put deadlocks on their houses even though all that's keeping a housebreaker out is 3mm of easily breakable glass - now that's irrational.

Notwithstanding, I fail to understand what would be irrational over preparation in:

  • having patrols to protect whatever it was that was worth magnetic shielding so that if e.g. someone decided to take the time to cut through the way, the patrol would find them before they finished. Anyone can get into or out of anywhere with their fingernails if you leave them alone for long enough: why would you leave them alone?

  • launching an ambush and then waiting 10 minutes to take your second shot! Fair enough, let the player's take as long as they want when they are setting the ambush but once the blaster bolts start flying it is perfectly reasonable to tell your players "You have 30 seconds of real time to tell me your actions or I'll rule that you stand there panicking instead."

Should I plate every mundane wall in starship armor just so they bother with the door?

It might be irrational to make a mundane wall out of starship armour if, for example, modern plasteel isn't stronger than magnetic shielding: if so it would be the first time in human history where a door was stronger than a wall. If you go with the door stronger than the wall theory, why bother with the wall at all: just make the room out of magnetic shields.

Maybe I'm the problem for preparing a campaign for Jedi when they want to play as Soldiers?

Nope - the problem is you prepared for FFG Star Wars when they wanted D&D 4e.