Utgardloki
Mongoose
In another thread, Arkat wrote:
No game is free of munchkinism. You can be a munchkin in Paper-Rock-Scissors.
However, the reason I started another thread was to start a conversation on munchkinism. What is munchkinism? And how is this different from a character that happens to be really good at what he does? (Especially since for a PC, what he usually does is kill monsters with swords.)
In my opinion, there is a difference between a "munchkin" and a "power gamer". A power gamer is somebody who is willing to work within the system to create a character who is good at some type of mission. A munchkin is a guy who MUST have things his way, even if it is not supported by the rules. An example is one guy I used to play with who always wanted Gamma World weapons, no matter what setting he was playing in.
I don't see anything wrong with power gaming: of course characters are supposed to be powerful enough to take on the heroic quests put before them. What is a character who puts all his skill points in Macreme going to do, unless he is a really astounding power gamer able to use his legendary macreme abilities to defeat a horde of zombies.
Such a character is not much use with a sword.
Generally, I think labelling other players is usually counter productive. There are players who cause trouble for there GMs by constantly arguing with them. Whether they are munchkins "Why can't I just be a vampire and not have the costs associated with it?" or rules lawyers "A barmaid can not have an INT of 22!", players need to accept the rulings of their friendly neighborhood GM.
(Of course, there is nothing wrong with constructive criticism after the session -- "The last couple games have been disappointing because my merchant hasn't been able to use any of her skills" -- or even voting with your feet if your GM is not giving you a game that's fun to play. But during the game, I'd rather play than argue.)
If one party likes playing Runequest characters where nobody has a skill over 50, and another wants to run an adventure with legendary veterans with skills over 200%, and a third wants to have novice characters with extraordinary advantages, does it really matter?
There might be a risk, if a GM allows a "Martial Arts Adept" ability which skews the game very strongly towards martial artists. This is why I've decided not to allow triple-specializations: my concern is that being able to add three skills together would skew the game in a direction I don't want it skewed toward. But if a GM wants the game to go in that direction, triple-specializations may be a very good idea.
I guess the important thing is for the GM to be able to control things. If legendary abilities threaten to destroy the campaign, then a GM does not have to allow them. This should be indicated to the players before they have their hearts set on learning them, but it can be done. On the other hand, a GM could let the players roll 5D6 instead of 3D6 for abilities, if that's what he wants.
Any comments?
The legendary abilities in the RQ book itself would seem to lend itself better to making true legendary characters. Adding traits & flaws is unnecessary and just tries to mold the game into a White WolF game and adds munchkinism into a game otherwise free of it.
No game is free of munchkinism. You can be a munchkin in Paper-Rock-Scissors.
However, the reason I started another thread was to start a conversation on munchkinism. What is munchkinism? And how is this different from a character that happens to be really good at what he does? (Especially since for a PC, what he usually does is kill monsters with swords.)
In my opinion, there is a difference between a "munchkin" and a "power gamer". A power gamer is somebody who is willing to work within the system to create a character who is good at some type of mission. A munchkin is a guy who MUST have things his way, even if it is not supported by the rules. An example is one guy I used to play with who always wanted Gamma World weapons, no matter what setting he was playing in.
I don't see anything wrong with power gaming: of course characters are supposed to be powerful enough to take on the heroic quests put before them. What is a character who puts all his skill points in Macreme going to do, unless he is a really astounding power gamer able to use his legendary macreme abilities to defeat a horde of zombies.
Such a character is not much use with a sword.
Generally, I think labelling other players is usually counter productive. There are players who cause trouble for there GMs by constantly arguing with them. Whether they are munchkins "Why can't I just be a vampire and not have the costs associated with it?" or rules lawyers "A barmaid can not have an INT of 22!", players need to accept the rulings of their friendly neighborhood GM.
(Of course, there is nothing wrong with constructive criticism after the session -- "The last couple games have been disappointing because my merchant hasn't been able to use any of her skills" -- or even voting with your feet if your GM is not giving you a game that's fun to play. But during the game, I'd rather play than argue.)
If one party likes playing Runequest characters where nobody has a skill over 50, and another wants to run an adventure with legendary veterans with skills over 200%, and a third wants to have novice characters with extraordinary advantages, does it really matter?
There might be a risk, if a GM allows a "Martial Arts Adept" ability which skews the game very strongly towards martial artists. This is why I've decided not to allow triple-specializations: my concern is that being able to add three skills together would skew the game in a direction I don't want it skewed toward. But if a GM wants the game to go in that direction, triple-specializations may be a very good idea.
I guess the important thing is for the GM to be able to control things. If legendary abilities threaten to destroy the campaign, then a GM does not have to allow them. This should be indicated to the players before they have their hearts set on learning them, but it can be done. On the other hand, a GM could let the players roll 5D6 instead of 3D6 for abilities, if that's what he wants.
Any comments?