[UA] Powergamer != Munchkin
Tim Toner
timtoner at yahoo.com
Fri Jul 22 16:49:48 PDT 2005
Rayburn, Russell E. wrote:
>Well said!
>
>The idea that improving one's character to be competent is somehow wrong seems... off.
>
>this line from Tim:
>"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. "
>
>Struck me as particularly off. That sentiment is in 'The Art of War'... but there's no negative connotation. Getting others to surrender without a fight is seen as a good thing, and while reason and intellect can change hearts and minds they can only go so far. Sometimes you need a solution to the gordian knot.
>
>Yes, the story the GM is trying to tell is important... but I hope the players are more than NPC's, acting only at the GM's whim. For the players to be, well, players they have to be able to take their own actions.
>
>That's not possible if the players skills are maxed out on 'write angsty poetry'.
>
>
Methinks the powergamers doth protest too much.
There is indeed a difference between munchkins and powergamers, but I
don't agree that it's the winning vs. not winning dialectic that's
espoused. Munchkins will go to absurd lengths to win, and a bad
powergamer will bend the rules to such a degree that, while it's legal,
it sucks the fun right out of the setting.
Thanks for missing the point, which was not, "The GM's ideas are good,
and the players' ideas suck," but rather, "Everyone has an equal stake
at the table", and someone who engineers a character who automagically
solves every problem, even those 'nut and bolt' problems that really
aren't fixed with a 'hammer' solution is taking more than his fair
share. A bad powergamer will apply the 'hammer', over and over, because
that's what he's built his character around, and he never really lets
the other players try out their wrench sets, and even whines when all
the problems seem to be 'nut and bolt' (when, in fact, there's a good
balance, but since everything isn't catered to the whims of the
powergamer, something must be wrong with the game).
There's nothing inherently wrong with someone who employs careful
strategies in creating a character, but when every one of your fighters
takes 'longsword' because that's the flavor of most magical swords, when
he always seems to have stats at a certain level to maximize benefits
and minimize disadvantages without ever varying, when he always takes
the same bennies (eidetic memory being a powergamer favorite) and flaws
(something that would NEVER come up in a standard game session, unless
the GM wanted to screw the players, at which point "it's all about
screwing the players!"), that's a problem. In fact, it doesn't have to
happen every time--just often enough for someone to say, "Why would you
have a Meats of 15? At 14 you get the wound point bump, and at 16 you
get the Fortitude add--15 gets you nada." Actually, that exact
conversation occured during the prelim of a Champions game, with the
conversation resolving with, "I don't know why ANYONE would have that
stat at that level." Which intrigued me. I pulled out my various books
and modules that had pregenerated characters, and started flipping, and
discovered, indeed, NO ONE EVER had THAT stat at THAT level. I sat back
and considered the implications of that in the game universe, that
everyone seemed clumped along certain advantageous points, and that
there was no true bell curve there. It was a little unsettling. Now an
apologist will say, "Well, that's a quirk of the game mechanics," but I
don't think that's a terribly valid rationale.
I'll give you another example, one that never saw the light of day. I
had a rather novel game concept where characters were built around the
idea of the theory of multiple intelligences, that a 'character sheet'
was in fact a government assessment of your capabilities according to
this metric. While the idea that you can quantify intelligences at
specific levels is a little daft, the idea that human beings possess
these discrete types of intelligence is widely accepted (though not
necessarily definitive). The problem with the system is the problem
with our society, specifically our school system--it highly values two
of the seven types of intelligence, and some of the others to a lesser
degree, and one or two not at all. One of them, Rhythmic Intelligence,
was the hardest sell. It was the Comeliness of the system, a place
where everyone could steal points during character generation to
compensate other areas. The only people who would indulge it were
people who wanted to play musicians, and, given that it was a
superheroes game, that wasn't terribly likely. I found myself staring
at that stat, imagining a world where all the super-powered people had
tin ears and bad dance moves. I considered placing a minimum threshhold
on RI (as I came to call it), but then suddenly everyone would have
EXACTLY that minimum, and no more. The sad thing was that in our world,
people have quite high RI that is either never sufficiently explored or
goes ignored in the buzz of life. It's useful for little things, like
remembering (it's why everyone who watched SchoolHouse Rock can recite
the Preamble to the Constitution at will), that end up being essential
things. But in a roleplaying game, it was useless. And pretty much for
that reason, and that reason alone, I abandoned the idea. I wanted to
make something that mimicked the real world, and no player would create
a character that mimicked a real world person.
And really, I understand Powergamers, because I'm playing one right now
in a campaign that Greg and I are in. I took the perfect storm of
Class, Race, and Heroic Type to max out my feats and hit points. I took
a weapon that does hella damage, and a shitload of skill points
scattered here and there so that I'm pretty much the Leatherman Deluxe
of 'nut and bolt' vs. 'nail' problems. Why did I do that? Because when
the characters were created, I couldn't attend. They needed something
that filled a niche--the Whuppa, as Greg has coined. And if they needed
a Whuppa, then by gum, I was going to be the best damn Whuppa on earth.
And pretty much when I close in hand to hand, the other players are
taken aback by my farm-combine-like actions against foes. But that
being said, once he was generated, the Powergamer stuff was left at the
starting line. There are times when the group goes foraging (because
basic survival in the game is fairly critical), and it's become clear
that, skill-point-wise, I'm the best hunter in the group, but I don't go
all the time, because sometimes it doesn't make sense for me to go.
There are times in combat where it would be more advantageous for me to
be in one square over another, but since I'm the closest to a fallen
comrade, I'm occupying the space right next to him so that I can aid him
the first chance I get. He started out his existence as a min-max
machine, but he's played as a human being, warts and all. If you're
playing this sort of Powergamer, then I'm really not berating you. If,
instead, you dress down a fellow player for commiting an action that is
totally within his character, but doesn't maximize the benefits that the
rules allow (such as not carefully plotting the area of effect of a
blast-type spell, even though the idea of stopping in combat, and
whipping out a surveyor kit to guarantee the exact correct ranging is a
little daft), then you're probably not letting everyone have their equal
share of fun.
And, yeah, I'm 5/6th of an engineer, so I know of what I speak in that
regard.
tt
>
>
>-----Original Message-----
>From: ua-bounces at lists.unknown-armies.com
>[mailto:ua-bounces at lists.unknown-armies.com]On Behalf Of Donald
>Sent: Friday, July 22, 2005 5:32 PM
>To: ua at lists.unknown-armies.com
>Subject: [UA] Powergamer != Munchkin
>
><snip>
>Anyway, just trying to get you to go easier on those of with engineering backgrounds.
></snip>
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