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[Controversy] So what's a munchkin to you?
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<blockquote data-quote="Samanosuke Akechi" data-source="post: 197192" data-attributes="member: 4428"><p>Hey, I posted some threads asking how to get my players to roleplay more. I didn't do it because I wanted them to roleplay more, I wanted advice because our games were getting stale when all we could do was use our skills and weapons to get things done. My players wanted to have friends, and enemies, and motivations to go questing other than: "Get Gold and Experience."</p><p></p><p>Now I have cut out some of my players (at its peak we had 12 people playing each session) down to six total PCs. Everyone has delicately different characters designed so that characters can be similar, but they never overlap in duty or traits (how dumb would it be to have four characters with one eye and that always show up late or have an opium addiction?). </p><p></p><p>We take time to figure out characters progression (through 20th level... though we have never exceeded 9th level in game). By planning thier progression (such as: Corbec de Bec 1st-4th level fighter, 5th-11th level rogue, 12th-18th assassin, 19th-20th sorceror) so that I know what kind of training and quests they are going to look for just to progress thier characters. Thats the kind of roleplaying I was looking for... the kind that gives players thier own motivation to do things. Maybe some of you just go straight into the dungeon, but my players tend to be scared (and rightly so) of anything involving a dungeon. They don't want to die for a few magic items and some gold... but if it means that they can earn the right to become an Alienist by contacting the psuedonatural sorceror in the dungeon they will do that.</p><p></p><p>I don't think it is munchkin to plan characters out, so that the DM can know how to progress the plots and character motivations to include things like special prestige class requirements.</p><p></p><p>The only kind of things I think are munchkin are when players take out of game relationships and knowledge and use it in game to influence things. I don't mind if the intelligence 7 barbarian mysteriously knows that all trolls are weak against fire, but I do mind if intelligence 7 barbarian knows exactly which spells to cast to take down a prismatic wall.</p><p></p><p>Munchkin is one crappy term. It keeps getting confused because its so undefined. If I say base attack bonus... we all have the same idea. If I say munchkin one person thinks I'm talking about anything in Forgotten Realms... another thinks I'm talking about my eight year old brothers DnD sessions, and yet another thinks I'm talking about people who take time to design thier characters progression to make thier character more elaborate. It's just boring.</p></blockquote><p></p>
[QUOTE="Samanosuke Akechi, post: 197192, member: 4428"] Hey, I posted some threads asking how to get my players to roleplay more. I didn't do it because I wanted them to roleplay more, I wanted advice because our games were getting stale when all we could do was use our skills and weapons to get things done. My players wanted to have friends, and enemies, and motivations to go questing other than: "Get Gold and Experience." Now I have cut out some of my players (at its peak we had 12 people playing each session) down to six total PCs. Everyone has delicately different characters designed so that characters can be similar, but they never overlap in duty or traits (how dumb would it be to have four characters with one eye and that always show up late or have an opium addiction?). We take time to figure out characters progression (through 20th level... though we have never exceeded 9th level in game). By planning thier progression (such as: Corbec de Bec 1st-4th level fighter, 5th-11th level rogue, 12th-18th assassin, 19th-20th sorceror) so that I know what kind of training and quests they are going to look for just to progress thier characters. Thats the kind of roleplaying I was looking for... the kind that gives players thier own motivation to do things. Maybe some of you just go straight into the dungeon, but my players tend to be scared (and rightly so) of anything involving a dungeon. They don't want to die for a few magic items and some gold... but if it means that they can earn the right to become an Alienist by contacting the psuedonatural sorceror in the dungeon they will do that. I don't think it is munchkin to plan characters out, so that the DM can know how to progress the plots and character motivations to include things like special prestige class requirements. The only kind of things I think are munchkin are when players take out of game relationships and knowledge and use it in game to influence things. I don't mind if the intelligence 7 barbarian mysteriously knows that all trolls are weak against fire, but I do mind if intelligence 7 barbarian knows exactly which spells to cast to take down a prismatic wall. Munchkin is one crappy term. It keeps getting confused because its so undefined. If I say base attack bonus... we all have the same idea. If I say munchkin one person thinks I'm talking about anything in Forgotten Realms... another thinks I'm talking about my eight year old brothers DnD sessions, and yet another thinks I'm talking about people who take time to design thier characters progression to make thier character more elaborate. It's just boring. [/QUOTE]
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[Controversy] So what's a munchkin to you?
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