Tell your Referee to throw a bit more varied challenges at you. If every encounter happens at circumstances where you can just run up punch their face off, then it is a dull campaign, not a dull character. When you're facing a sniper 800 meters away with your head in the crosshairs, you will see that things will get a lot more interesting.
Tell your Referee to read the sidebars at pages 108 and 110 of the Cyberpunk 2020 rulebook. After a single session with those ideas, my players were much more careful with their new characters.
The Interlock system is deadly. It should be easy for your referee to make it just as deadly for you.
Edit: Importing a
suggestion from related chat:
Whenever you are under fire, make a COOL+d10 roll against a target of 10(15 if you can't see/identify your attacker), modified by your stun/shock save. Failure means you can only run away or hide. Anything else is at a -5 penalty for the rest of your turn.
An alternative approach is, if you fail your COOL+d10 roll, you automatically repeat what you did in the previous round, regardless of if it is meaningful or not (e.g. you keep puling the trigger even if your gun is out of ammo)
Truths to Work Into A Solution:
- No one likes to be killed/defeated by fiat if they think they could
have won
- It's possible he's doing this to get attention
- The other
players should get something to do too
Result: I would play it out, but alternate spotlight time with the rest of the group, giving them more.
The other players are doing something while this PC is in their own world, right? Cut back to them and have them do whatever (with a sharp eye against the metagaming of "Uh, I suddenly decide to go for a run to find Julio"). Give them plenty of time. Then cut back to the combat for a couple rounds, and back.
This has the result of being fair to the solo combatant (and really, shouldn't D&D let people have solo combats from time to time?) and lets the others have equal spotlight time. Giving them a bit more helps dissuade him from doing this if he just wants attention.
Although, does he fade into the back in group situations? It may be a fair allocation of spotlight time already. I know sometimes I get frustrated when I am playing a PC who wants to do solo combats, honorably challenge a specific foe, or whatnot and my party is always kill-stealing.
I had a situation like this in my Reavers campaign recently. The monk went in and fought a whole installation of pirates without the rest of the party. On the one hand, he got beaten and captured, but on the other hand, he killed half the pirates so that when the rest of the PCs came they could mop up more easily (though he did then get used as a hostage...). The story outcome was entertaining enough, and I studiously swapped time back and forth between him and the others, so all was well in our eyes.
Also, there's only so long it could take, right, if it's a sure-lose situation? If it goes on very long, then by definition they have a chance to pull it out, escape, etc.
Oh, one other suggestion I've used from time to time - give the PCs some of the bad guys to play. This reduces your work, gives them something to do, and makes the opposition a lot more effective.
Best Answer
Here are some suggestions, won through hard experience:
Allow for Other Objectives To Be Achieved
I've found that engaging combat has more at stake than simple survival. Placing other objectives which are not "kill that enemy" are a good idea. If a player achieves their objectives without outright killing their enemies, they feel clever and may not mind the loss as much. Your players may even go so far as to paint the experience as their player attempting to go down in flames of glory.
A good example of "other objectives" is jumping into an irradiated control room to activate the control tubes to stop a nuclear reactor from overloading. In a fantasy setting, the unwinnable fight may be needed to strike a deal ("if you kill me, then spare the village").
Make Player Actions Matter
Even if your players recognize they're outclassed but still stubbornly attack anyways, their actions should matter. The consequences of their attack should follow them. Is the combat in a public place? Have people talk about it later on. Will they see this NPC again? Have the NPC respect them as courageous individuals, maybe taking precautions against the fight happening again.
In short, the un-winnable fight should have other effects on your story. If your players see how their efforts affect the story and the world, then your unwinnable fight is okay. Even a small (or big) scar on the NPC because of the player actions can be enough.
Information Gain
Yes, their characters may lose the fight, but if they survive to fight another day, the better have gained information about their opponent. What weapons/magic do they use? What works or does not work against them? Even if the players never fight that opponent again, what do they (or their characters) learn from that fight? Ideally, the information gained will help them advance the plot or defeat future enemies, maybe even including the person who won the unwinnable fight!
Some Anti-Fun Things in Unwinnable Situations: