In which I explore what they are, and why you want some.
In my last recap, I explained in Behind the Scenes that Jak has three Hindrances that made life particularly difficult for him and his friends during the events of that session. What I didn’t explain, for those of you less familiar with Savage Worlds, is what exactly a Hindrance is, and why they matter.
What is a Hindrance, anyways?
On the surface, a Hindrance is exactly what is sounds like: a flaw, a drawback, or something that makes life harder for the hero. In practice, they are largely roleplaying cues that help define and enrich your character. If you’re familiar with Dungeons and Dragons fifth edition, it’s a similar mechanic to Flaws, with a few notable differences. For one thing, a Hindrance can be either physical (elderly, exceptionally large or small, missing an arm) or psychological (suspicious, curious, impulsive). For another thing, not all Hindrances are “bad.” A character with Code of Honor has sworn to act like a gentleman in all things – a noble goal that may make him well-liked by some, but might restrict his actions and behaviour in certain circumstances as he is always bound by his oath. A character who is Curious is not necessarily dangerously or foolishly curious, but they can be. A character whose Quirk is twirling the ends of her hair when she speaks might seem harmless, but perhaps you have flavoured that quirk as being a tell for when she is nervous, distracted, or lying. With a few dozen official Hindrances to choose from in the core rules, there’s something for everyone, and no shortage of stories to explore.
Who wants to be perfect?
Hindrances come in two flavours: Minor and Major. A Minor Hindrance is, typically speaking, purely for character and roleplaying enrichment. While the GM will often give you a bennie for playing to it – that being a key mechanical selling point of Hindrances in general – it serves no larger function in the campaign other than to cause a little trouble here and there. A Major Hindrance is meant to cause actual trouble for your hero over the course of the campaign, and affect or be present in the story in some way. Here are a few in-game examples:
My character in Seekers of the Ashen Crown, Jak, had a Quirk (Minor) and was also Shamed (Major). In a world where prejudice against changelings is entrenched, Jak couldn’t resist mischievously or threateningly revealing himself as a changeling at opportune (or inopportune) times, but for the most part, nothing of note ever came of those antics. With Shamed being a Major Hindrance, however – well, that slowly started blowing up in his face in week 27, came to a head with him being discredited and arrested in week 32, and ended up with his friend being forced to punch him in the head for his own good at the end of the following session. A Major Hindrance (Secret) was also responsible for an assassin coming for Quentin/Ivello in week 25, and its inclusion in the campaign made for what perhaps remains our most exciting, Eberron-esque session yet.
It’s worth noting that both both Shamed and Secret started out at Minor Hindrances, but were transitioned to Major during the course of the campaign due to how Ivello’s player and I were acting them out. Players, don’t be afraid to talk to your GM if you find your Hindrance evolving over time! It’s more fun that way.
While it is mechanically beneficial to players to take Hindrances – you can exchange them for up to two Edges (5e players: think Feats) at character creation, as well as use the points gained from them (one per Minor, two per Major, up to four total) to increase your attribute dice size, buy or increase skills, or double your starting funds – it’s also tons of fun to explore a hero who’s not perfect. I have always been of the opinion that putting guidelines on creative endeavours can be a really good thing, and having these built-in cues for how to encourage and guide roleplaying definitely falls into that category. I can’t imagine how bland Jak’s life would be if he weren’t Shamed, Loyal, and Stubborn, or how dull that airship ride would have been without Ivello’s assassin coming out of the woodwork. Hindrances help us learn more about our characters, give us a solid framework for interacting with the game world, and gosh darn it, they just make things more interesting.
Do you have a favourite Hindrance? A great in-game moment that came about because of one? Drop it in the comments!