I disagree with you there,
@roger.
Scroll down to lesson 13:
https://magic.wizards.com/en/news/making-magic/twenty-years-twenty-lessons-part-2-2016-06-06Our rules and our affordances and our objectives lead us to do things whether or not those things are what we want to do or not. So having rules to do fun things or reward can be a good thing in a game.
The classic Taschenlampenfallenlasser story example from tabletop RPGs:
People were playing a horror game (CoC I think), chars are in some monster infested tunnels, one of 'em suddenly goes "I panic, the flashlight slips out of my hand, and I run", tunnels go dark, monsters go omnomnom, rest in pieces rest of party. Players mad AF out of character because the game had set up conflicting affordances. The flashlight dropper had violates their expectation of "trying to win" in the situation. If there had been rules in place that rewarded that sort of behavior (like compels in Fate) or even mandated it (fear checks in Alien, meters in Unknown Armies), that'd sidestep the argument and lead to clarity.
The "actor"/"instigator" type players who like to experience things on an emotional level and act it out fully would be allowed to do so, and the tactical minded players would need to take the psychological state of their characters into account (à la Darkest Dungeon), making it more acceptable as just another vector for trouble, parameter to plan around—or, if the design was focused on another kind of fun, rules could reward or mandate calming your tits for three seconds and just hold the light steady while we figure this situation out. Either way the design would have a clear promised premise and lean into that promise rather than fight it all the way like that PoS game CoC does.
Just the other day actually (and I didn't connect this to the Taschenlampenfallenlasser story at all at the time but the parallels are super obvious now) we had a situation where a deep in the dungeon party are heading to rescue some prisoners and they come across a torture chamber with row after row of tools and everyone except one of their henches, Amin, make their fear saves. Amin, on the other hand, freak out, high-tail it out of there, I roll a random location for her (+ also put her on the random encounter table, so there are two ways they can find her), rest of part heads back, finally finds her, I get to ham it out sobbingly, chars get to talk frankly about how twisted the situation actually is, she refuses to return (as per the rules of that room, fear effect stays for 4d4 exploration turns), party heads back to fight their foes one hand short while she guards the camp (I roll separate encounters for her, rolling openly as is my wont, but she's in the clear).
Following my three guidelines for a fear or charm effect in D&D:
1. There needs to be a supernatural cause (in this case the module described it as supernaturally caught anguish in the room itself).
2. No weaksauce effects. Don't have everyone roll just for "you feel a li'l queasy" or "you have disadvantage on checks for one hour". (The Alien RPG suffers from this.)
3. Address the people who made their saves and tell them what the person who failed the save does, instead of telling the person who failed the save "you do this and this" (in this case it was an NPC so it worked out). Or, pass a note or send a DM to the person who failed and let them do it, also works great.
Fun fun fun
Great session.
Just the other day I linked to this video on cursed problems in game designs and a lot of those cursed problems are about just this Lesson 13 kind of stuff. When the fun thing to do (which, in a horror game is to freak out and in a cat petting game is to pet cats) clashes with what you need to do to win:
https://www.youtube.com/watch?v=8uE6-vIi1rQ@lumpley