From: | Peter Leitch <pleitch_hpcs@*******.com.au> |
---|---|
Subject: | Re: Re[2]: Synaptic Accelerator and Increased Initiative |
Date: | Sat, 14 Sep 1996 18:43:52 +1000 |
>Steven A. Tinner said on 14:07/11 Sep 96...
>
>> >Ever noticed munchkins are always proud of their "accomplishments"?
>> > Ferri
>>
>> I'm really getting tired of that "M" word.
>[snipped rest of post]
>
>Have to agree. I don't know these characters at all, but I get a bit tired
>of calling high-powered (or even long-lived ones) characters "munchkins"
>as an automatic reaction. I'd say, before you acuse anyone of anything
>(and that's what Ferri was doing), get an informed opinion on the person
>in question -- if you'e played a game with them, *then* you can decide
>whether or not they're munchkins or just characters who are good at what
>they're doing (with or without help from the GM, that doesn't matter if
>you ask me).
>
To my way of thinking, a munchkin is the player, not the character.
A player who persistently rapes the rules to advance his character,
who dominates a session in a way that doesn't allow other players
roleplaying opportunities...these are the things that make up a
munchkin. These are the characters that need to be "retired"...in
the sense that the Mob means it, of course. Retired with extreme
prejudice, in fact.
I do have to say, however, that characters with extremely high
karma counts need something else to focus on, different styles
of adventures (I use that word advisedly instead of runs). In our
campaign, the gross characters (someone dubbed them The
Wrecking Crew, but I don't like the nickname) tend to play games
with a political bent. The non-Combat skills tend to get used
in these games. THIS is where skills like Etiquette (Corporate),
Negotiation, Psychology, and Sociology come into their own.
These make extremely good (and bloody complex!!) games.
Lots o' fun!!
PML
***************************************
Peter Leitch
<pleitch_hpcs@*******.com.au>
Canberra, Australia