First of all, I don’t think there is any right or wrong and everyone should just play the way they enjoy most, whether that is rolling with their failures or ensuring they get the outcome they desired (because they might perhaps not have time to do a second playthrough of a 150 hour game).
Secondly, I think the desire to savescum usually materializes because of inherent game design issues. Failures are often less interesting and satisfying than successes, regularly closing the door on additional content which leads to the player feeling like they’re missing out. In pen-and-paper, improvisation between both players and the DM usually means there are other ways to access that same thing if the first option fails, but this is much harder to implement in a CRPG and so many checks end up being “succeed or miss out”.
The only game I’m aware of that really tried hard to design around these types of problems is Disco Elysium (though even that game had several instances of fascinating content possibly missed because of a dice roll). Still, I really wish more RPG developers would study this example and adopt a similar “fail-forward” design principle.
First of all, I don’t think there is any right or wrong and everyone should just play the way they enjoy most, whether that is rolling with their failures or ensuring they get the outcome they desired (because they might perhaps not have time to do a second playthrough of a 150 hour game).
Secondly, I think the desire to savescum usually materializes because of inherent game design issues. Failures are often less interesting and satisfying than successes, regularly closing the door on additional content which leads to the player feeling like they’re missing out. In pen-and-paper, improvisation between both players and the DM usually means there are other ways to access that same thing if the first option fails, but this is much harder to implement in a CRPG and so many checks end up being “succeed or miss out”.
The only game I’m aware of that really tried hard to design around these types of problems is Disco Elysium (though even that game had several instances of fascinating content possibly missed because of a dice roll). Still, I really wish more RPG developers would study this example and adopt a similar “fail-forward” design principle.