MichaelSomething
Legend
Well it's more for helping people develop the ability to react to sudden changes in the fiction and/or how engage in the give and take of working with others.I'm not sure how improv intersects with rules fidelity.
Well it's more for helping people develop the ability to react to sudden changes in the fiction and/or how engage in the give and take of working with others.I'm not sure how improv intersects with rules fidelity.
...with this...It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you.
...particularly in light of this:Not much. I don’t know whether to laugh or cry. I will repeat: A forty-plus-level character is ridiculous. We feel that you must advance one level at a time, not a whole bunch at once. I don’t understand how or what happened or even if all the gods were in this battle, but if you enjoy playing this way, feel free to do so. I don’t want to spoil your fun.
A rules lawyer, on the other hand? This is necessarily a pejorative term. When you read that, you might think ... Woah. No. Look, I am actually HELPING everyone out. I'm the good guy here! But like the proverbial law school gunner, the hallmark of the rules lawyer (or the barracks lawyer in the military) is a lack of self-awareness. All the time spent arguing during a game is time spent not playing the game. While the rules lawyer is busy "making the game better for everyone," the rest of the table is invariably rolling their eyes, sighing loudly, and scrolling on their phones. No RPG is written with the prolixity of a legal code, and no game should be held up by lengthy arguments over loopholes and exploits.
Yeah, I played several games (mostly video games) with someone who was like that. If it was competitive, always pick the options that are strongest, especially if they eliminate parts of gameplay (they were BIG into any 4X-game perk that means you eat money/production rather than food.) If it was cooperative, they would always align things so the only way for the team to win was for them to win--meaning if we didn't jump at their beck and call, if we didn't give them the resources they needed, etc., it was our fault for not supporting them enough.The real game-breaking thing they consistently do is always try and force the game to be about what their character is good at.
Yeah, I've seen it used that way as well. I wouldn't say it is common per se today (my gaming experience is mostly mid/late 00s and later), but it's not rare either. Sort of like how "railroad" sometimes gets thrown around to describe perfectly reasonable, above-board linear gameplay.As for Rules Lawyer, whilst it's definitely intended to be pejorative, I've seen it misused far too many times by bad or mediocre or just confused DMs in the 1990s and '00s to describe "players who actually knew the rules"
100%. In fact, I often find actual children (pre-teens or young teens, up to say 14ish) are much more inclined to be great roleplayers because they often lack the concern about saving face or "proving" themselves. More often than not, their characters are purely vehicles for self-expression and exploration. Varies by person whether they're protective of said character or not, but I find them much less interested in rules minutiae and much more interested in asking probing questions and trying things that make sense to them (the trick, of course, is to get them to explain why it should make sense to others too.)I'd also note I've played at the same tables as people with the "Munchkin"-type behaviour, I didn't find real kids to be the worst for it, but rather older teenagers and very young 20-somethings.
My issue is that the first and third things make strong claims about how the game "should" be played; the third also makes such claims, but then hedges them with "I don't want to spoil your fun."
Every time this comes up in a forum, someone suggests a new term for "player who actually knows the rules." But none ever seem to stick.
I have never encountered these before this thread. Are they regional, or specific to some corner of the internet?Loonies cream pies
Real men. Loonies.
I have never encountered these before this thread. Are they regional, or specific to some corner of the internet?
They also both sound much grosser and more pejorative than power gamer, munchkin, or rules lawyer.
I had always thought that the Loonie was a coin used in Upper 'Murikuh to buy pineapple pizza and Tim Hortons.
Who knew?
My point was that there seems to be an undercurrent here that there is a right way to play, and yet simultaneously an overt effort to assert that there is no right way to play. Trying to have the cake and eat it too. That conflict is one of the contributing factors to having disruptions from potential rules lawyers/powergamers/etc. It's a thing I see from a lot of older-school publications, an ongoing tension between two things. First, asserting a no-gods-and-no-masters "do what you want 'cause aFirst, a typo- the last reference (to Jean Wells' statement) is supposed to be the "second," not the third.
Second, it's because when discussing powergaming, it's because the table can certainly have fun powergaming, or engaging in "Monty Haul," or whatever. On the other hand, Rules Lawyers spoil things for everyone. A Rules Lawyer simply lacks the self-awareness to understand that.
Kinda feel like words were spilled discussing this.![]()
Oh, those lists made the rounds, sometimes very tediously. Though a lot of them had Real Role-players instead of Powergamers.I have never encountered these before this thread. Are they regional, or specific to some corner of the internet?
They also both sound much grosser and more pejorative than power gamer, munchkin, or rules lawyer.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.