Whats a Munchkin?
I have constantly herd this term used. Often with very different viewpoints on what exactly it means.
To me, I think Munchkin means someone who tries to excede the intended balance of a game or someone who Min/Maxes they're character to be extremely effective in a very narrow field while drasticaly reducing capability everywhere else. Example 1: a fighter who is as strong as possible, wears the heavyiest armor possible, carries the biggest weapon possible, and has no other redeming qualities or storyline/roleplaying purpose. Munchkin Example 2: a wheelchair bound character who has a child, requires frequent medical attention, is a pasifist, and is a extremely powerful psychic would not be munchkin in my openion as long as the campaign involved psychics. The nature of its disadvantages means there is a lot of roleplayability in the character and some inherent dependency on the other PCs who are more physicaly capable. It would of course be totaly unacceptable in a game where mental powers are not part of the storyline in some manner. How do you guys define Munchkinism? Examples would be apreciated. munchkin and non munchkin |
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Similar to cases where "Rules Lawyer" was used to villify players whose style consisted mainly of blatant rules breaking! |
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Munchkinism is like obscenity as compared to art: hard to define specifically, but you know it when you see it. If that was good enough for the Supreme Court, it's good enough for me.
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see: The Munchkin's Guide to Power Gaming ISPN 1-56634-347-7
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IMO, Munchkinism is usually people doing stupid things, totally out of character, in an attempt to "win", and/or going for the power build in order to show off. |
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A munchkin is, in short, someone who will put a pink whirligig hat on his traditional fantasy barbarian solely because it increases his ST. (And any other player who tends to do this sort of thing).
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And truly I don't know many people (exactly noone actually), who don't want to win (yes there are those who don't mind so much if they don't, still they prefer to win) My experience is that if someone yells Munchkin at you, its because you have optimized your character better than him (of course if he had your skills at optimizing he would do so too) Technically, a powergamer is someone who Min/Maxes his character ad extremum (but still within the rules). A munchkin on the other hand sees the rules more flexible (some may be bent, others broken)... |
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I like the definition I once saw on RPGnet: a munchkin is the kind of roleplayer who, upon being told that the game will focus on political intrigue in fifteenth century Florence, asks to play a ninja.
In short it is a term for a player who doesn't care about the background of the game world or the enjoyment of the other players, only their own childish and tedious power fantasy. This generally involves having an ureasonably overpowered character, because that kind of person generally thinks of 'cool' and 'able to kill everyone I want to' as being closely related. |
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What is the opposite of a Munchkin? Is it someone who goes into a dungeon filled with monsters wearing nothing but Bermuda shorts and armed with nothing but his two fists? Is it someone who enjoys creating new characters all the time, and tries using his wits and clever conversation against the monsters when all they want to do is kill him?
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I knew a guy once in a Champions game who took Quadripalegic as a limitation so he could put more points into his power suit -- which he never took off.
In one game an enemy with reality-warping powers transformed his battle suit into orange jello. That was lovely. |
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Me, I use the "Florentine ninja" definition mentioned upthread. It's funny and reminds me of the classical definition of chutzpa. |
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Which is why people who min/max their characters in typical D&D games don't draw the term because what they are doing SUITS THE GAME. As a non formal definition I really like the one Perfect Organism mentioned. |
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"Well, I suppose I'll take off my suit and . . . er . . . lay here on the floor for a while, guys. Yeah, that's the ticket. Can you send someone back in about 20 minutes to help me put it back on?" If I were quadruplegic and had a power suit that helped me walk, I certainly would not remove it during an adventure unless forced to. I don't see that this is an example of munchkinism. |
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A disadvantage that does not disadvantage the character isn't a disadvantage. |
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On the original topic, a munchkin is a player who values in-game power more or in ways than the speaker considers appropriate. As such, its actual meaning varies significantly depending on who's speaking. |
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A Disadvantage that isn't a Disadvantage isn't worth any points! On topic, my own definition of "munchkin" is a player overly concerned with optimizing character utility and power. "Overly concerned" is the point at which the character's point values and game-mechanical atributes are more important than the setting, the story, or the other characters. |
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I have to strongly disagree with all the definitions regarding power level and PC optimization. Munchkinism has to do with respect and fun. The RPGnet definition is faulty too, I would play a Ninja in a Risus Victorian game, and using the inappropriate cliché rules would be entertaining for all.
Whs got it almost right, as far as I am concerned. From a post of mine in Power-gamers, Munchkins and Min-maxers: What's the difference or is there one? - Power Gamers like high point levels. - Min-maxers optimize choices. - Munchkins exploit weaknesses in the rules. Only the last one is inherently bad: by "exploiting weaknesses", I mean twisting the rules beyond their intended scope to the detriment of other players -- including the GM. |
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Chello!
I think Luther pegged it well. Here's an example fro Hackmaster: In Hackmaster, firing into melee is a BAD THING. Everyone who is in melee with the target becomes a potential target. It is modifed by size. So, if there are 2 elves (medium) in melee with a Huge creature (like a giant) and one fires at the giant, the break down is 4:1:1....you have a 4 in 6 chance to hit the giant and 1-in-6 for either of the elves. Here's the clencher: if you would have hit the original target, it DOES NOT MATTER WHAT THE OTHER TARGETS AC IS. You automatically hit. A munchkin would do this: Hmmm....the giant has a -4 AC. Since I would be shooting my ally from behind, his effective AC is 6. I'll AIM AT MY ALLY, PROBABLY HIT, AND HOPE THAT I HIT THE GIANT INSTEAD. I told my table after that came up that if they tired anything like that I was pulling out the Smart Ass Smackdown Table and rolling until they were all dead. An example quote from a Hackmaster board that exemplifies the Munchkin Attitude (about this same example): Quote:
Tony |
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Chello!
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That's munchkin. Tony |
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An imperfect rule set allows for munckinism For instance under one rule set you might have 2 players blocking a 10-foot wide hallway while a hundred orcs are proceeding down the hall 2 abrest so that only two can attack the PCs at a single time. The players have plenty of hit points and healing potions so they just calmly stand side-by-side and kill tow orcs at a time. The orcs in the back can't fire their crossbows at the PCs since the ceiling is low and their are orcs in front standing in the way, by the time they get a clear line of sight shot at them with their crossbows, they are in the front row and the PCs just chop thier heads off with their swords. Eventually the PCs kill all 100 orcs and gather their treasure together in one huge pile.
Is that munchkinism? |
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That's D&D. |
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The Munchkin would be asking for a time travelling character fully equipped with TL10 gear disguised as normal equipment who was using the rest of the party as a front and would killing them all whenever he got a chance so he could win. |
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Chello!
Yep that's 3E. The fatigue rules from Hackmaster would mean that the 2 heroes would eventually be overwhelmed...they'd probably account for about 20 orcs (maybe--depends on level and armor) unless a crit or fumble took them down early. My point about the firing at your ally is this: would the CHARACTER aim at the back of a friend's head hoping to hit a giant? No way. (well, maybe if he were evil.) To me that's a defining characteristic...metagaming. Thinking of the game as the PLAYER not as a CHARACTER. (Why am I talking about HM on a GURPS board? lol) Tony |
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Often the problem with D&D and why Munchkinism is so prevalent in the system, is due the prevalence of the type of poor GM who thinks that he's trying to win a game by beating or killing his players' characters, usually by moronically and literaly following the rules. Munchkin GMs often create Munchkin players, all trying to beat each other at the game... |
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I think it is a mistake to assume that people (like me) who dislike munchkinsim don't like players who are effective in meeting the conflicts that thier characters will face. There's nothing wrong with creating a character who is competent to meet the challenges that the campaign will bring -- in fact, not doing this, as in your example, is clearly wrong. I'm satisfied with the definition that I gave. When point values and game-mechanical atributes are more important than the setting, the story, or the other characters I think that one has missed the point. |
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You Might be a Munchkin if...
You are trying to figure out how to make "Holy Napalm" ..., ...you might be a munchkin. In a Star Trek Universe game you try your best to gain control of a "Doomsday Machine Weapon" (from the famous episode) ... ...you might be a mUnchkin. If yo find youself in too many of those 400 Mr. Welch points that KROMM posted in General Role-playing... then.. ...you might be a Munchkin. - E.W. Charlton I apolgize...but I just started hearing Jeff Foxworthy's voice doing "You might be a Munchkin jokes... |
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I thing best description of Munchkin was Luters one.
I have question, is Munchkinism to use quarterstaff one haned (with ST14) and large shield in other hand? To max out defense bonuses. From one side is it "only" maxing out character. From other, is not so fine use quarterstaff by one hand (regardless of ST) and keep its superb bonus to parry. |
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becvuse then you are breaking the rules at get more than you should 8) |
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Makes it easy, doesn't it? |
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Funny, I always thought this was a munchkin. ;)
...seriusly though, I agree that a munchkin is someone bending the rules too far. However it seems to be a catch-all phrase that people use for players they don't think plays "by the rules" as they seem them. This includes not only the "rules of the game" but also "the rules of conduct". It seems to be a word gaining in uses much like the "beloved" word: "noob", in computer gaming. As a GW player I tend to use th word "beardy" when people stretch the rules to their advantage, and the word Munchkin for when people bend the "reality" of the setting to their advantage. Such as a Super-fast (but weak) superhero putting on armour so he has no "dissadvantages". |
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For years I had to deal with a player who would argue for hours over any little advantage he could get, and call the GM an idiot if he didn't agree.
His characters would browbeat the others in the group until they agreed to his plans, and then complain that he was the only person able to think of what to do. He always chose disadvantages that he could ignore, or make a Will roll to overcome. His Will was always a 14>, and if he failed it and was forced to play his disad he would then spend the next hour sulking. If he took Luck, he would use it and then delay the game as much as possible so he could use his Luck again as soon a possible. Lunch breaks counted as an hour of game time. As a GM I had to take him aside a couple of times to tell him not to call another player (not in character,) a f***ing idiot. For a while he insisted on rolling his dice in a wooden bowl so they wouldn't roll off the table, and so nobody else could see what he rolled. Before that he had the habit of passing his hand over the dice as he rolled them. It took me a couple of years to figure this out, but what he was doing was catching a quick glance at the dice and if he didn't like it he would tap one of the die with his pinky to change the result. I wasn't the only player to spot this either. I always had to double-check the math on his character sheets. It always came out wrong, and always in the character's favor. As a GM, he always ran senarios where the players would get their butts kicked, until some NPC's came in to save the day. When playing board games he has, more than once, used the line "Well, it's my game, so we're going to play the rules my way!" Or he would put in a movie that nobody had seen before and point out all the really good bits, so everybody was watching the tube and not seeing him checking out the cards, moving the pieces, or rolling the dice creatively. He considers all this to be perfectly acceptable gaming behavier, indeed, it's the way games are supposed to be played. Doing whatever it takes to WIN! Would this guy be considered a Munchkin? |
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Chello!
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:D Tony |
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I would consider that player a jerk. That's somewhat independent of being a munchkin, though in this case he would appear to be both (taking mental disads, then buying up Will, is a Sign).
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It's like saying everyone who ever had a "my ex-gf" or "my ex-bf" story about a horrible ex doing nasty stuff - yet still stayed with that ex- for a while after - is a spineless chump for letting that happen to them. Sometimes you get a mix of good and bad, and it takes a while for you to determine that the bad outweighs the good. *** My definition of munchkin, to address the topic, is a little more flexible. Basically, I apply it to rule-bending cheats trying to achieve maximal power regardless of the intent and design of the rules. Merely maximizing power is more of a "power gamer" - a label that fits me exactly in CRPGs, wargames, and in my old PBM days. You can be a power gamer with excellent roleplaying skills and a good character background, but I find it hard to think of a real munchkin having positive gaming benefits. |
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Powers games like high powered characters, in high powered settings, this has nothing to with rule bending or disregard to intent. the only rule bending might bein in house rules to get the setting feel out of an inferior system that only goes most of the way to creating a game the group wants. But that's done as a group. |
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In RPGing, I regard power gamers as the sorts who want high-powered play pretty much regardless of the situation. I have a couple power-gamer leaning players - they'll play anything, but given a choice they'll always choose the 500 point campaign over the 250 point one, and the 250 over the 150. I run that way myself. I don't mind low-point characters, but the rare times I get to play I want to play action heroes and blockbuster movie main characters - I want to be Han Solo, not Joe 1st Level Smuggler. In PBMs (for example), I was a pure power gamer. We regarded ourselves as the ones who played to win. For example, you'd get guys in a fantasy wargame naming their characters after Tolkein characters, writing fanfic about their heroic deeds, or refusing to use human troops because "I am an elven king, our army is only elves!" We'd be running around assassinating characters if we couldn't suborn or recruit them, amassing the most powerful armies the rules would allow, and generally savagely fighting to win. It was a winner-take-all wargame, after all - not an RPG, so we generally regarded the role-players as speedbumps. So we were "power gamers" but not munchkins - we'd min-max to get the most power, and choose power over flavor, but we wouldn't cheat or break the rules (and if we found bizarre loopholes, we'd report them to the GMs - winning a broken game is a bizarre thing to pay $ for). So yeah, I specifically didn't ascribe rule-breaking or rule-bending behavior to power gamers because I think that's what sets munchkins apart. |
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It was surprising to me to see some people vocally abjuring the benefits of power gaming, mostly because it meant something completely different to them. |
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To that I usually reply that if we wanted to play normal characters we wouldn't be wasting our evenings with make-believe. Besides, he like most everyone has fun playing a super, or even a god now and then, and nothing like running a god campaign to sharpen a GM's improv. Power gamers don't really bother me, min-maxing doesn't bother me, (as long as its on theme), but on the other hand, someone can be a lousy character builder, not know power from shmower, not be able to add worth a fig, and still be the biggest munchkin you'd ever not want to deal with. |
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oh and Toadkiller_Dog the reason what I replied like that is it read like you "little more flexible" definition included power gamers, but it looks like I might have miss read you. edit: for the recrd I too can enjoy a low powered game, I've been known to play Child's perpestive campain by choice, sort of like the adventures of the Famous Five |
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one of the main reason I min-max is to build an effect character, with enough points left over to flewsh out the "fluff" abilites 8) |
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Personally I love play low-power game. Quite often I can see that players with lots of good skills and even some powers tend to use "muscles" instead of "brains", means why try to make up some trap or plot when we can do it by force. (have to say I also tend to do it :o) On other way when you have 50pts char group and have to deal with vampire, that is a chalenge. It was not a gurps, but we used to play humans within Word of darknes games and this was great fun. And about guy described below, Munchkin who cheat on dices and charsheet is far worse than "honest" one. I hate people like this, because they ruin fun for everybody even for themselfs. When you can convict others to folow your way of rules, this is kind of victory and takes some effort. But cheating is cowardice. |
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Chello!
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MUNCHKIN: A player who uses out-of-game info to the character's advantage and plays the game in a vain attempt to WIN and prove his speriority to all the other "LOSERS" at the table. This can involve min-maxing and rules-lawyering, activities which in and of themselves are not bad...however, the munchkin is not doing it for the benefit of the group or to help the GM, but to wheedle some "ADVANTAGE" for himself ALONE. Tony |
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Chello!
I'm not talking about adventure info, but mechanics info...do CHARACTERS think in terms of damage ratings, will rolls, if I do this I get a -2, things like that? That's what I mean. |
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Ofc problems do arise when the player's and character's degree of combat optimization don't match. If you feel the player optimizes combat choices too much you might consider asking for rolls against IQ or Tactics or giving him only limited time to make up his mind as to the next action. If that doesn't work he should either play a more experienced character or have some compensating disadvantages. |
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I run campaigns where the PCs often do things apart from the other PCs; in fact I've run campaigns where all the PCs came together only in the final episodes of the campaign. In some of those, the PCs have actually belonged to conflicting factions and taken action against each other. It would have been really awkward to keep having them sit in different rooms, while I went back and forth from one group to the other; I think it would have been so clunky as to be unworkable. Fortunately, I have players who don't believe in acting on out-of-character knowledge—in fact, anyone who slips will be faced with outcries of "metagaming!" from the other players. So I just run everything in the open, with rare steps out of the room when it's dramatically useful to present a surprise to the players—"rare" meaning "less than once a session." This gives me access to a wider range of campaign styles than GMs who have to be careful about what players know. I find that useful enough so that I would drop a player who didn't accept the separation of player and character knowledge, rather than change my play style to defend against them. |
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Yes, please give Spartacus his due. |
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You have to understand that out of character knowledge also constrains your characters actions if you try a deliberately non-munchkin style of play. How do you know whether your character is acting on information he wouldn't have known but whose player knows or whether that character would have figured it out independently? If you already know that some other members of the party who are in a different section of the dungeon are in dire peril, but your character would not, do you go and try to rescue them? If the player knows what's happening he can either invent some excuse for his characters to wander into that room fully armed, or he can be automatically prohibited from moving in that direction. If he does not know what's going on, he can wander into that room by accident, or he might hear sounds of a combat taking place and move in to investigate. The best style of play is when the player only knows what the character knows. Asking that character not to act on out of character information after giving him that information is a poor style of play in my opinion, its so much better for the player to go to another room when his character is not involved in the action. Quote:
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Still, please don't pretend that that way is objectively better. It isn't. It's a matter of taste, and of taste there is no disputing as they say. |
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p.s. That was good movie, and I don't think a better actor could've played the devil. |
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Brandon |
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-unfamiliar with the culture and the customs -cannot speak the language -wears a funny black pyjama (everybody will think he is french by then... -Data ST:TNG) sounds like a real challenge |
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You could even add a few extra twists, Der Wanderer:
- unfamiliar with the low TL of the age (you see, he comes from the future!) - has to hide his biomechanical-ST20-laser-arm from sight of others A cyborged ninja from the future? Now that´s a challenge. |
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Think of Lestat de Lioncourt (Anne Rice) He is a blood drinking monster, but depending on the novel it ranges from horror (queen of darkness) to mystery (tales of the body thief) to romance (I think pedominantly in Memnoch the devil) Additionally just because anybody preferes to play a similar character all the time does not make him a munchkin (Its not the choice of character but the execution thereof that may be interpreted as munchkinism) Though I agree the player needs to show some variation of his character depending on the setting. And someone who likes to slaughter should probabely not play in a Jane Austen "Adventure" |
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