Nugan
First Post
Just thought I'd port this topic to the new boards:
Power Gamer, Snert, Twink; whatever you call them, they're the topic of endless complaints on these boards and one of the top pet peeves of many ISRP members. I wonder though, if they are so unanimously hated: Why do they still seem to be such an epidemic? (Or so I've gathered from the many complaints I've seen or heard recently)
My guess: They don't know who they are or they don't know any other way to play. I mean, let's face it, the vast majority of us have been in their shoes at one point in time, and many of us even slip into "power-gamey" behavior now and then. It seems kind of cruel to keep attacking these people in PMs and on the boards when they may not even know what their doing wrong or how to change.
That brings me to the body of this topic: I'm going to try to give tips to help these players realize what they can do to help themselves. This topic is going to be divided into two sections Non-Combat Role-Playing and Combat Role Playing.
Non-Combat Role Playing
This section is going to cover tips and common mistakes for situations not relating to battles.
An Embarrassed Character is not the Same Thing as an Embarrassed Player: If you only feel like reading one of my points, and I can understand that, this is the one I would recommend reading. Too often it seems players are afraid to allow their characters to fail, or to act stupid, or whatever simply because they are afraid of "making fools of themselves". This is not the case at all; it will not hurt your reputation in the least if your character is proven fallible. In fact, it would probably make you look better in the eyes of other players. This is a role-playing site, so one of the focuses is to make a believable, interesting character. Well, an infallible being certainly isn't believable and, if you think about it, such a being wouldn't be all that interesting either.
Flaws Make a Character: Continuing from my last point: What do you think makes a character interesting? Funny? Entertaining? Even Likable? Imperfections. That's right, its what's "wrong" with your character that make them, well, a character. Think back to your favorite character from a movie, book, or whatever. What made that character so impressive in your mind? Chances are that it wasn't because s/he could cast meteor swarm at will or summon all of nature's powers to his/her whim. No, chances are that it was some cool quirk that made the character. That's right, a quirk, or in other words: A flaw. A neurotic little habit, or a grammatical quirk in their speech (Think Yoda would have been so cool if his was just a wise little man?), or whatever.
Keep Your Abilities True to Your Character: A wizard that has a ring the gives him Meteor Swarm at will looks like a power gamer, but a fighter (or rogue or barbarian or whatever) with the same ring only looks ridiculous. Having abilities that deviate too much from your character concept (class for those of you who like to think in terms of DnD) is a bad idea. You may see it as adding interesting variety to your character's image, but in fact it only turns on that big flashing "Twink" light in most people's minds. If you want to add an interesting twist to your character that goes against concept, look at my last point.
Massive Displays of Power, They aren't Cool: We've all seen those amazing scenes in the big summer blockbuster movie of the year where the hero or villain does something big and flashy that blows the entire audience away. I'm sure many of us have thought: "Wouldn't it be cool if I could do that?" Well, not if you do it in the ISRP rooms. Such displays just do not work for two reasons: 1) There's no million-dollar 21st century special effects in the Emporium and 2) Anyone can do it. You see, such displays of power just don't look that cool in text form. What's more, they're distracting to other players and make you look "power-gamey". So the next time you want to bring down the Crossroad's Tavern with seismic waves emanating from your feet, don't.
Character Level is not the Same Thing as Character Power: There seems to be some confusion, particularly among those of us who play DnD, about a character's level being a god indicator of whether or not the player is a "power gamer". That doesn't seem to be the case. There are plenty of completely reasonable role-players with epic level characters, and there are plenty of 18th, 15th, or even 10th level characters with outrageous abilities. There's nothing wrong with playing a high level character, so long as you don't do it in a flashy, intimidating way.
Combat Role Playing
I'm going to start this section by saying that I'm not exactly an ISRP combat expert. I tend to avoid combat whenever possible actually, but I'm going to share what I have learned about it.
Take Damage: This seems like a given, but its probably the biggest complaint I've heard concerning "power gaming". If you're in combat with someone, get hit ever now and then. I'm not talking about letting your opponent decapitate you, I'm talking about taking a cut in the shoulder occasionally. Not only is refusing to take hits a huge annoyance to your opponent, but it also makes the fight terribly dull for spectators. Think about how fun it would be to watch a movie where the hero isn't even touched during a battle sequence.
Don't Expect to Kill Your Opponent: This topic is sort of the inverse of the one above. People are attached to their characters, so don't expect to be able to kill them in an unplanned fight. Expect them to take hits, maybe even lose (see next topic), but don't expect them to die. Also, even if your opponent does end up deceased at the conclusion of a battle, don't expect them to stay that way. There are clerics all over the place, so resurrection seems perfectly reasonable.
Forget the Rules, Use Logic: That's right, forget that your a 75th level High Dragon Overlord and your opponent's a 1st level Commoner with Leprosy. It doesn't matter, this is freeform. May the best wo/man win. This mean that if your opponent comes up with a clever way to defeat you, s/he should win. I'm not talking about the unleashing of the breath attack of awesome disinegration, I'm talking about finding a weakness in your style and exploiting it. You know, the way people win in real combat. If this bothers you, or if your character has no weaknesses to exploit, then you need to go back and read my first (and most important) point.
Don't Be Afraid to Run: This last one's something of a homage to Nugan the character. If you find yourself in a situation where you'd have to fight a battle that you really don't want to, whether its because your opponent's a power gamer or you simply don't want to, then run away. Despite what your opponent might tell you, you're never a "snert" or "power gamer" or whatever for finding a way to escape from a bad battle. Its better to just get away than to have to fight in an unfair way just to have any hope of survival.
Well, that's it. Thanks for taking the time to read what is probably another long, wordy, useless post from me. At least I bothered to run it through spell check this time...
Oh and if you have any suggestions or comments, let's hear them.
Power Gamer, Snert, Twink; whatever you call them, they're the topic of endless complaints on these boards and one of the top pet peeves of many ISRP members. I wonder though, if they are so unanimously hated: Why do they still seem to be such an epidemic? (Or so I've gathered from the many complaints I've seen or heard recently)
My guess: They don't know who they are or they don't know any other way to play. I mean, let's face it, the vast majority of us have been in their shoes at one point in time, and many of us even slip into "power-gamey" behavior now and then. It seems kind of cruel to keep attacking these people in PMs and on the boards when they may not even know what their doing wrong or how to change.
That brings me to the body of this topic: I'm going to try to give tips to help these players realize what they can do to help themselves. This topic is going to be divided into two sections Non-Combat Role-Playing and Combat Role Playing.
Non-Combat Role Playing
This section is going to cover tips and common mistakes for situations not relating to battles.
An Embarrassed Character is not the Same Thing as an Embarrassed Player: If you only feel like reading one of my points, and I can understand that, this is the one I would recommend reading. Too often it seems players are afraid to allow their characters to fail, or to act stupid, or whatever simply because they are afraid of "making fools of themselves". This is not the case at all; it will not hurt your reputation in the least if your character is proven fallible. In fact, it would probably make you look better in the eyes of other players. This is a role-playing site, so one of the focuses is to make a believable, interesting character. Well, an infallible being certainly isn't believable and, if you think about it, such a being wouldn't be all that interesting either.
Flaws Make a Character: Continuing from my last point: What do you think makes a character interesting? Funny? Entertaining? Even Likable? Imperfections. That's right, its what's "wrong" with your character that make them, well, a character. Think back to your favorite character from a movie, book, or whatever. What made that character so impressive in your mind? Chances are that it wasn't because s/he could cast meteor swarm at will or summon all of nature's powers to his/her whim. No, chances are that it was some cool quirk that made the character. That's right, a quirk, or in other words: A flaw. A neurotic little habit, or a grammatical quirk in their speech (Think Yoda would have been so cool if his was just a wise little man?), or whatever.
Keep Your Abilities True to Your Character: A wizard that has a ring the gives him Meteor Swarm at will looks like a power gamer, but a fighter (or rogue or barbarian or whatever) with the same ring only looks ridiculous. Having abilities that deviate too much from your character concept (class for those of you who like to think in terms of DnD) is a bad idea. You may see it as adding interesting variety to your character's image, but in fact it only turns on that big flashing "Twink" light in most people's minds. If you want to add an interesting twist to your character that goes against concept, look at my last point.
Massive Displays of Power, They aren't Cool: We've all seen those amazing scenes in the big summer blockbuster movie of the year where the hero or villain does something big and flashy that blows the entire audience away. I'm sure many of us have thought: "Wouldn't it be cool if I could do that?" Well, not if you do it in the ISRP rooms. Such displays just do not work for two reasons: 1) There's no million-dollar 21st century special effects in the Emporium and 2) Anyone can do it. You see, such displays of power just don't look that cool in text form. What's more, they're distracting to other players and make you look "power-gamey". So the next time you want to bring down the Crossroad's Tavern with seismic waves emanating from your feet, don't.
Character Level is not the Same Thing as Character Power: There seems to be some confusion, particularly among those of us who play DnD, about a character's level being a god indicator of whether or not the player is a "power gamer". That doesn't seem to be the case. There are plenty of completely reasonable role-players with epic level characters, and there are plenty of 18th, 15th, or even 10th level characters with outrageous abilities. There's nothing wrong with playing a high level character, so long as you don't do it in a flashy, intimidating way.
Combat Role Playing
I'm going to start this section by saying that I'm not exactly an ISRP combat expert. I tend to avoid combat whenever possible actually, but I'm going to share what I have learned about it.
Take Damage: This seems like a given, but its probably the biggest complaint I've heard concerning "power gaming". If you're in combat with someone, get hit ever now and then. I'm not talking about letting your opponent decapitate you, I'm talking about taking a cut in the shoulder occasionally. Not only is refusing to take hits a huge annoyance to your opponent, but it also makes the fight terribly dull for spectators. Think about how fun it would be to watch a movie where the hero isn't even touched during a battle sequence.
Don't Expect to Kill Your Opponent: This topic is sort of the inverse of the one above. People are attached to their characters, so don't expect to be able to kill them in an unplanned fight. Expect them to take hits, maybe even lose (see next topic), but don't expect them to die. Also, even if your opponent does end up deceased at the conclusion of a battle, don't expect them to stay that way. There are clerics all over the place, so resurrection seems perfectly reasonable.
Forget the Rules, Use Logic: That's right, forget that your a 75th level High Dragon Overlord and your opponent's a 1st level Commoner with Leprosy. It doesn't matter, this is freeform. May the best wo/man win. This mean that if your opponent comes up with a clever way to defeat you, s/he should win. I'm not talking about the unleashing of the breath attack of awesome disinegration, I'm talking about finding a weakness in your style and exploiting it. You know, the way people win in real combat. If this bothers you, or if your character has no weaknesses to exploit, then you need to go back and read my first (and most important) point.
Don't Be Afraid to Run: This last one's something of a homage to Nugan the character. If you find yourself in a situation where you'd have to fight a battle that you really don't want to, whether its because your opponent's a power gamer or you simply don't want to, then run away. Despite what your opponent might tell you, you're never a "snert" or "power gamer" or whatever for finding a way to escape from a bad battle. Its better to just get away than to have to fight in an unfair way just to have any hope of survival.
Well, that's it. Thanks for taking the time to read what is probably another long, wordy, useless post from me. At least I bothered to run it through spell check this time...
Oh and if you have any suggestions or comments, let's hear them.
