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DM Dilemma: Munchkins are getting out of hand... and I let it happen.
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<blockquote data-quote="Greenfield" data-source="post: 6260890" data-attributes="member: 6669384"><p>One piece of general advice I give in this situation: You can't convince a Munchkin that Munchkinry is wrong by out-Munchkining them. All you'll do is convince them that they needed to Munchkin more effectively in order to win.</p><p></p><p>That being said, step 1: End the campaign and start over. New characters, from scratch. Tell them exactly why: You're tired of the power gaming and general munchkinry.</p><p></p><p>Step 2: Exercise source book control, placing limits on what materials are available. Limit the available sources to ones you're comfortably familiar with. </p><p></p><p>Step 3: Make sure you really are familiar with the source materials you're allowing. Keep an eye out for creative rules interpretations, and know the rules well enough to stomp on them, hard, when they arise.</p><p></p><p>Step 4: Make the story in the new campaign engaging enough that the players don't mind being people instead of war gods. Specifically, include role playing challenges and problem solving situations that rely on brains and proper use of class features. Make them things that can't be solved by dealing 150 hp in a single blow.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6260890, member: 6669384"] One piece of general advice I give in this situation: You can't convince a Munchkin that Munchkinry is wrong by out-Munchkining them. All you'll do is convince them that they needed to Munchkin more effectively in order to win. That being said, step 1: End the campaign and start over. New characters, from scratch. Tell them exactly why: You're tired of the power gaming and general munchkinry. Step 2: Exercise source book control, placing limits on what materials are available. Limit the available sources to ones you're comfortably familiar with. Step 3: Make sure you really are familiar with the source materials you're allowing. Keep an eye out for creative rules interpretations, and know the rules well enough to stomp on them, hard, when they arise. Step 4: Make the story in the new campaign engaging enough that the players don't mind being people instead of war gods. Specifically, include role playing challenges and problem solving situations that rely on brains and proper use of class features. Make them things that can't be solved by dealing 150 hp in a single blow. [/QUOTE]
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DM Dilemma: Munchkins are getting out of hand... and I let it happen.
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