From: | Jonas Gabrielson <m94jga@*******.tdb.uu.se> |
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Subject: | My take on Munchkinism |
Date: | Wed, 15 May 1996 11:13:17 +0200 (MET DST) |
server went gazonkas, so I'm trying again.)
I've seen people rant on and on about these things, so I thought
I'd put my thoughts together in one posting. This has (hopefully) little
to do with the ongoing, never-ending "I'm better than you"-debate that is
currently going on, flooding this mailing list in a deluge of hot air. :)
So, without further ado...
I think the main axiom on what is Munchkinism and what is not is
this simple sentence:
ANY ACT THAT UNBALANCES THE GAME IS ANY MANNER IS BY DEFINITION
MUNCHKINOUS, REGARDLESS WHO MADE IT.
Maybe this is taking it to extremes, but anyway, this is the
definition I thought out spontaneously. Perhaps it needs a little
fine-tuning, but it's basically my feelings.
So, what do I mean? I think balance is something you want to
acheive in any game (perhaps there are a few exceptions, but...). Balance
is needed between players and NPCs (opponents and otherwise) to keep the
game exciting. The balance you want here is, IMHO, slightly in favour of
the opposition, to make the adventure an effort to the gamers, but still
have them see a small chance. Perhaps other groups want it in another way,
but strictly speaking, it should be fairly even.
Balance is also needed between characters. Nobody likes it when
one character suddenly takes over the whole campaign, and all the others
become appendices that just tag-along to see the real hero crush the bad
guys (except perhaps the dominating character's player). However, this
sort of unbalance can sometimes be easened because of differences between
character "types".
If a game is unbalanced in some way, the group is doing something
wrong, and that can be called munchkinism. When the GM relaxes and lets
the gamers eat dragons for breakfast, it's munchkinism. When the GM
modifies all the NPCs' stats to 30, it's also munchkinism. And when one of
the players advance further than any other player because he's better at
bending the rules, it's munchkinism.
TopCat, you mention that you are extremely adept at min/maxing
your characters. Fine. However, I hope all the other players in your group
are as good as you, because otherwise it'll be boring for them. If they
can, fine, it's "powergaming", and that's acceptable, mostly (though I
personally think this particular behaviour will amount to an armaments
race that no-one benefits from, but that's just me). As long as
powergaming characters have a reasonably epic opposition, it's okay.
However, you mention that you not only min/maxed your char, but
also had the GM make a lot of solo runs for you, to "explore the
character", and you were surprised to see that this just furthered the gap
between you and the others. I hope you won't hate me extremely much, but
from my point of view, both you and your GM acted munchkinously. You
decided to make your character the best of your group, not at all
considering the other gamers' situation because of this. And your GM, on
his part, failed to restrict your character and play up the others to get
balance.
Another thing. You all blah a lot about magic and technology,
about buing and learning, and I think it all amounts to the same. As
TopCat himself said, FASA has tried to make every aspect of Shadowrun
balanced (there's that word again... ). However, from my POV, tech has by
far a greater *potential* for munchkinism than magic. I base this argument
on the fact that there are rules for making spells which keep munchkinism
at bay - perhaps you can bend the rules here too, I'm no spell construct
major, but the point here is that the rules *exist*.
On the other hand, no real cybertech/bioware/weapon-construct
rules are alailable. When making new gadgets you're always forced to
common sense, and then it's easy to tweak things around. You just invent
the new bio-thingie that increases the eyes's image renewal cycle and say
it increases Q with 4 and R with 8, costing .1 Body Index. It's no big
thing. Look at the 'net-books out there. Lots and lots of cyber, bio and
weapons/gadgets for 'sams. Few "ultra-munchkin"-spells (in fact, few
spells at all) of the type that often are cited to exist.
Note that I don't say sams are better than mages, or anything
other along these lines. Sams just have more potentiol for rule-tweaking.
Finally, about long character bios. It's a nice thing and all, but
in the end, too long a bio will always bog down your gaming. You'll have
difficulty to keep everything in mind at once, and find yourself leafing
through the bio to find a reference to how the char will react in the
present situation, instead of ad libbing it. If you know how to do it,
then fine. I just don't think it's such a good idea at most times. A
couple of pages with history, quirks and brief personality does it for me.
I'm sorry if I kept on long, but that's just me.
-Jonas Gabrielson, worthless as a rules-lawyer