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Why do people think high-level play is munchkin? I've got a theory
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<blockquote data-quote="Henry" data-source="post: 181346" data-attributes="member: 158"><p>*Ahem*</p><p>Actually,</p><p>It could be witches,</p><p>Some evil witches - </p><p>-which is ridiculous cause witches, they were persecuted and wicca good and love the earth and woman power and I'll be over here... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Seriously, even some of the responses in this thread show the pervasiveness of the assumptions that high-level games devolve into power grabs. I still assert that most people who toss out that most digusting of phrases (A) do not know what the term actually means, and (B) do not WANT to learn its meaning or origins.</p><p></p><p>The term "munchkin" (as most of us know) originally referred to the type of game run by young players - they go not to rescue the damsel, but to kill the evil orcs in their lair and gain the piles of magic and loot contained therein. It's play with material goals only designed to advance the PC's physical power status.</p><p></p><p>The story hours (Despina's Virtue, Knights of the Silver Quill, Defenders of Daybreak, etc.) prove how non-material goal-oriented that high-level games can be. Do you think that the Defenders of Daybreak go questing just for that nifty new +5 sword? Or to gain more gold than the gods? No, they go questing to help diplomatic relations between their home and foreign countries; they go to break the backs of the white kingdom; they go to rescue family and friends. After a certain point, the goals WILL change in order to make a fun, challenging game, or it will stagnate and die of its own accord.</p><p></p><p>So "munchkinism" is an odd term indeed to apply to high-level games with epic quests and high-minded goals. It is a totally different arena of play from low-level play and requires a larger-reaching mindset from both DM and players.</p></blockquote><p></p>
[QUOTE="Henry, post: 181346, member: 158"] *Ahem* Actually, It could be witches, Some evil witches - -which is ridiculous cause witches, they were persecuted and wicca good and love the earth and woman power and I'll be over here... :D Seriously, even some of the responses in this thread show the pervasiveness of the assumptions that high-level games devolve into power grabs. I still assert that most people who toss out that most digusting of phrases (A) do not know what the term actually means, and (B) do not WANT to learn its meaning or origins. The term "munchkin" (as most of us know) originally referred to the type of game run by young players - they go not to rescue the damsel, but to kill the evil orcs in their lair and gain the piles of magic and loot contained therein. It's play with material goals only designed to advance the PC's physical power status. The story hours (Despina's Virtue, Knights of the Silver Quill, Defenders of Daybreak, etc.) prove how non-material goal-oriented that high-level games can be. Do you think that the Defenders of Daybreak go questing just for that nifty new +5 sword? Or to gain more gold than the gods? No, they go questing to help diplomatic relations between their home and foreign countries; they go to break the backs of the white kingdom; they go to rescue family and friends. After a certain point, the goals WILL change in order to make a fun, challenging game, or it will stagnate and die of its own accord. So "munchkinism" is an odd term indeed to apply to high-level games with epic quests and high-minded goals. It is a totally different arena of play from low-level play and requires a larger-reaching mindset from both DM and players. [/QUOTE]
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