In one of my recent Sand Dogs playtests I made a grave error.
Our heroes got lost in the desert and suffered from a risk realised: HARM. The realisation was that they all suffered from sunstroke from the extended time exposed to the elements. They each get a WOUND: sunstroke. That was fine.
The mistake was I decided that realistically, once they found water and shade they were fine. This completely undermined the system, which depends on a WOUND being a significant drawback and requiring time and narration to resolve since its resolution introduces a SCAR which is a net benefit.
I was still thinking old school, still cheating to move the narrative towards success, towards the existing established goals. The system doesn’t reward that. It rewards leaning into the problem, dealing with disaster. I should have made the WOUND worse to keep myself from doing this: dying from exposure, maybe.
The result of my error is that a potentially interesting problem which needed solving and would divert the narrative in a new direction got trivialized in order to let me pursue the existing narrative. And the result of that was that play sputtered for a bit unnecessarily and, worse, the players were deprived of a new twist to handle.
Those twists are the beating heart of Soft Horizon game play.
So I had a session that I felt a lot of stress starting because it didn’t start anywhere interesting and that’s a failure because reducing my stress is exactly why I wrote this system the way I did. I undermined my own solution to make me and no one else happy! Old habits are so very hard to break.
So don’t do that. Lean into it. If the dice say things are awful, make them awful. That’s what’s supposed to happen.