[UA] Powergaming: we CAN find a cure!
Tim Toner
timtoner at yahoo.com
Thu Jul 21 20:55:42 PDT 2005
Greg Stolze wrote:
>>Powergamers <shudder> the bane of any good roleplaying storytelling. They
>>always want to cut to the chase. Kill. Loot. Move on to the next safe point.
>>
>>
>
>Don't give up on munchkinny powergamers. They can change, and I'm proof.
>(At least, geez, I hope I'm proof. Tim?)
>
>
What you are is quite different entirely from the classic powergamer.
To slide into car talk momentarily (only because I can't think of an apt
sports metaphor), you're the kinda guy who, when a friend brings a new
car around, absolutely must look under the hood, and maybe take it for a
drive (or allow the owner to drive it), just so you can feel how it
rides. Well, powergamers do that, too, but the important difference is
that, in my analogy, you're a mechanic. You're a guy whose bread and
butter is machines and engines and taking them apart and putting them
together. No matter what, anyone who's designed a roleplaying system
from SCRATCH, and pondered over the effect of various mechanics on game
balance CANNOT be called a powergamer. You're merely enjoying the game
from 'the other side', the esoteric yin and yang that most roleplayers
really never bother looking at.
I played Champions with engineers. The only thing worse than playing
Champions with engineers armed with graphing calculators is playing
Champions with CPAs and bootleg copies of Lotus 1-2-3. They'd pull
their characters over to the sideline after a game session, and tweak,
tweak, tweak. Were they trying to understand how the game works, to
test its strengths and weaknesses? Nope. They were raping every point
they could, so that no matter what I threw at them, they had a leaner,
meaner variant, with one or two tricks that could trump any 'balanced'
foe I set against them, forcing me to cheat just to challenge them. I
think that a true powergamer never lets the dice have a chance to screw
them over. They find a way to make a character so effin' dreadful that
the minute he steps on the field of combat, it's already resolved.
Since you always cared about the dice, powergaming just wasn't your
'thang'.
Right now, though, you seem infinitely more concerned about not being
humiliated, which is a good goal, I guess, but the worst thing you could
have done was TELL me you were concerned about having your character
humiliated, because once the bear was placed in the corner of the room,
it was very hard not to think about it.
If I had a powergamer that was getting on my nerves, I'd pull him aside,
and, with infinite friendliness, I'd say, "So what did you think of the
game? Were you having a good time?" I'd wait for a reply, usually,
"Oh, sure. Great time." I'd then say, "Well, that's funny, because
from the way you're acting, I'd think that you hated the game. I know
that my enjoyment is waay down, what with *and here supply a specific
instance of powergaming that cannot be argued--don't get me wrong, he
WILL argue, but make the attempt*, and I think the other players feel
it, too."
Without waiting for a reply, jump in with, "Do you trust me to tell a
good story? I'm trying to tell a great story, and I think all this gets
in the way of my enjoyment, and that's throwing my game. So I'll tell
you what. I'm going to say the word, 'rebel' every time you do
something that I think detracts from the overall enjoyment of the game,
and if you disgree, fine, that's your right. I just want to make you
aware of just how often it comes up in a session. I want to run games
for you guys, because you're smart, funny, clever, devious, etc., but
I've got to enjoy it on some level as well, and, well, I'm not." And
leave it at that. Hopefully, the first time you say, "Rebel" at the
next game session, he'll get the message. If that doesn't work, it's
time to bring in the other players, as ugly as that can get.
tt
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