My Munchkin |
My Munchkin |
Sep 5 2007, 09:51 PM
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#1
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Target Group: Members Posts: 9 Joined: 30-August 07 Member No.: 12,983 |
I have a certain problem player that always tries to come up with new and exciting ways to screw the system, thus ruining the experience for my other runners. For him, it's not about playing the game, it's about being as uber as possible.
How do you other GM's deal with these problem people? His spell idea: (I'm not going to copy+paste the whole e-mail as it's way too long) Liquid Form Type: P ~ Range: T ~ Duration: S ~ DV: (F / 2) + 1 Pretty much exactly as it sounds. He got the idea from the "Turn to Goo" spell, which has a DV of (F / 2) +2. In liquid form you can move on walls and ceilings, force your way through small cracks and escape any bond. You can also use the "Engulf" critter power. Now I don't need ideas on how to deal with this spell, as I've already got it worked out. But this is a pretty good example of the crap he tries to pull. We've been going back and force about this liquid form spell for about a week now and it's getting old. Is there any decent way of just getting him to shut up? |
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Sep 5 2007, 09:52 PM
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#2
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
I guess asking him to leave isn't an option? As craptacular as it sounds, some times a player just doesn't mesh well with the rest of a group and, when that happens, it's sometimes up to the GM to speak to that player (not during a session) and give them two options: stop the shenanigans or leave. In my experience, most players try option one for a while but quickly fall back into old habits. At that point, I usually talk to them again and if I can get them to see the difference between how they played right after our first talk and their old habits, sometimes I give them another shot. Other times, I direct them to the door. One doesn't like having to do it, but if it's damaging the game for the rest of the players, then one often has to do what one doesn't like.
One also likes talking in the second person. :D |
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Sep 5 2007, 09:56 PM
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#3
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Target Group: Members Posts: 9 Joined: 30-August 07 Member No.: 12,983 |
I've talked to him about it before, back when we used to play D&D. Asking him to leave just seems a bit extreme.
Plus, if I ask him to leave, our group is slimmed down to 3 runners. (I know that sound pretty weak, but the players don't want him to go for the same reason.) |
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Sep 5 2007, 10:01 PM
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#4
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
My personal approach is much of what Dash has said. I will first do my dead level best to explain the issue to the player in question, and ask them to tone it down.
I've had pretty decent results with it, and once you explain it from the angle that they're causing the game to lose its fun for everyone else, they tend to either shape up at least a bit, or leave. I hear you on needing players, though. It's a tough situation. |
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Sep 5 2007, 10:47 PM
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#5
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Running Target Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
He sounds like he just wants to play something on the order of a superhero rather than a street punk. Don't beat him up, we have those games too, just tell him what the expectations are for YOUR game. Tell him you want the game to be "street level" not "superheroes level".
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Sep 5 2007, 11:00 PM
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#6
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Moving Target Group: Members Posts: 394 Joined: 19-May 03 From: In your base eating your food. Member No.: 4,607 |
Three players in a coherent functioning game is superior to four or even five in a skewed one. One can screw up the experience for everyone else involved. Sometimes you have to amputate to save the rest. |
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Sep 5 2007, 11:09 PM
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#7
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
actually, i'm pretty sure that's third person, even =P |
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Sep 5 2007, 11:37 PM
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#8
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
Have you considered that perhaps the players do not want the guy to leave because secretly they enjoy the uberpower he brings to the group? Are you really sure he is ruining the experience for them? Perhaps they know that they can rely on him to lay the uberiority on if the GM throws them into a tough situation. Just something to consider: it happen in a Spycraft campaign I was in.
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Sep 5 2007, 11:37 PM
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#9
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Moving Target Group: Members Posts: 394 Joined: 19-May 03 From: In your base eating your food. Member No.: 4,607 |
Draconis thinks if you change the I's to You's and adjust the grammar slightly you'd have second. One is like the royal We. so Draconis believes that's third. Draconis doesn't care too much and is off to play SR4 in 60mins and bids you adios. |
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Sep 5 2007, 11:40 PM
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#10
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Moving Target Group: Members Posts: 394 Joined: 19-May 03 From: In your base eating your food. Member No.: 4,607 |
They could be. I haven't drilled into their brains and discovered if this is the case yet. I can only go on personal experience in which I'd rather play with epileptic ADD ferrets than a munchkin who's likely to cause the game to power creep. |
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Sep 5 2007, 11:52 PM
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#11
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Running Target Group: Members Posts: 1,251 Joined: 11-September 04 From: GA Member No.: 6,651 |
Say these words 10 times in front of a mirror.... "Only stuff from SR4 books in my games. No exceptions and no optional rules." ...then after you've said it ten times let your players know. :-) Its a slippery slope. Just say no. |
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Sep 6 2007, 12:14 AM
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#12
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Running Target Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
I wholeheartedly agree with that, I think it just causes way too much bad blood letting players come up with custom stuff. As awesome as custom spells are, everyone ends up feeling cheated because "so-and-so got his gimmick, but I didn't get my gimmick". Even letting players convert Sustained spells to Permanent spells causes all kinds of grief.
And once you allow custom spells, then you have to allow custom weapons, then custom armor, then custom decks, and on and on. House rules are ok if kept to a minimum, but there are enough spells in SR4+Street Magic to cover everything. |
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Sep 6 2007, 12:25 AM
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#13
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Moving Target Group: Members Posts: 398 Joined: 16-August 06 Member No.: 9,130 |
This is just a sneaking suspicion, but this player wouldn't happen to be rather young, would he?
I don't see any reason to allow this spell. This particular player apparently thinks magic in Shadowrun is very similar to DnD magic. Tell him such things are not even possible with Shadowrun magic at all, at least maybe until the mana levels raise. It is very important to not let stuff from DnD creep into Shadowrun. It will totally and completely run any possible distinct Shadowrun flavor your game could have into oblivion. If he wants to create a twinky character then he can do so within the rules. This twinky character will then most likely be a one trick pony and thus you can account for this in game. If problems persist with this player he needs to be taught a lesson, either inside the game or out. Preferably inside the game and done so believably within the game's flavor and rules. |
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Sep 6 2007, 12:38 AM
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#14
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Runner Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
The worst munchkin I have ever met was a beardy 37 year old Warhammer grognard. God I hated that guy. Between that and my experience working at a hospice/nursing home, I have learned one very important thing; rule bending and maturity apparently have very little to do with eachother. I've seen old ladies who reportedly been best friends for over a decade quit speaking to eachother because of one suspecting the other of somehow being involved in cheating on bingo night. That's right: a bingo conspiracy. And one of them was dying of cancer at the time and they still argued over this shit. I swear to god munchkinry and tabletop conflict goes beyond all age barriers.
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Sep 6 2007, 02:44 AM
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#15
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Running Target Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
Make sure to ask your players to tell you honestly if his stuff bothers them. I tend to build.... more efficient characters than most of the rest of my group. I do my damnest to not turn on the super boots unless it's necessary. So far, I have saved people from burning 3 points of edge, and several other things like that. Other than that I play it down, stay in the background, and do my best to offer suggestions that let them shine.
Chris |
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Sep 6 2007, 03:59 AM
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#16
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Moving Target Group: Members Posts: 556 Joined: 28-May 04 From: Moorhead, MN, USA Member No.: 6,367 |
Doesn't TTG give the target a barrier rating? Don't think pool of slime, think Gumby! So a personal or touch version, while negating forward locomotion, still wouldn't allow vent flowing type action.
. . . Yeah, just say no. |
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Sep 6 2007, 04:18 AM
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#17
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Moving Target Group: Members Posts: 615 Joined: 26-February 02 Member No.: 1,895 |
Ohh the spell is allowed...
though the threshold is (body + strength + reaction + agility + 4) Edit: You get an effective physical stat (on eachof those) equal to net hits... so you limp biscuit 1 in all physical stats MIGHT be able to change himself into an ooze with physical stats of one... if he over casts. |
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Sep 6 2007, 04:56 AM
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#18
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Moving Target Group: Members Posts: 609 Joined: 13-August 07 Member No.: 12,615 |
Robot: sic Doc Funk on 'em. They'll stop real quick.
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Sep 6 2007, 05:00 AM
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#19
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
<sighs>
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Sep 6 2007, 05:58 AM
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#20
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Moving Target Group: Members Posts: 458 Joined: 28-March 05 From: NA/UCAS/IN/ Member No.: 7,246 |
Looking at the "Liquid Form" spell above leads me to questions....
What kind of fluid flows up ceilings and walls? Is he turning into Flubber? How is this mass of liquid moving? Like an amoeba? How do you "engulf" with a mass of fluid the size of a metahuman? I'm assuming that mass remains constant, only changing form. Even a troll size body of fluid isn't all that big, maybe enough to fill most of a bathtub. I could see this spell being allowed just to watch him cast it and lay there on the ground capable of all the mobility of water. I think he watched "Sky High" too many times. And apparently I have too. |
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Sep 6 2007, 06:20 AM
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#21
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Target Group: Members Posts: 58 Joined: 29-June 07 Member No.: 12,085 |
Bah, let him have it. Make sure all your NPC's have it too. Living in a world where everyone can spontaneously turn into a puddle would be extremely Salvador Dali. Embrace the overall wierdness of it until you can no longer stand it and start a new campaign. Or just tell him no. Whatever works.
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Sep 6 2007, 07:28 AM
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#22
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Target Group: Members Posts: 9 Joined: 30-August 07 Member No.: 12,983 |
Oh no. He's not getting the spell, at least not the way he wants it. I'm dumbing it down a lot and making the DV so high it won't sound appealing anymore. And if he still insists I'm just going to tell him no. The spell was more of an example of how munchkin-y this guy is. He just gets off on being better than everyone else.
I feel that I need to keep the custom rules idea a bit open, though. The SR4 rules have a few problems, a few things that would let my munchkin take over the world. I'm not the type to just say "no" to a new idea either, but with this guy I find myself explaining one idea in to the ground. Like explaining anything to a baby, no matter what I say all I get back is "Why?". "Because I said so" just seems like too much of a GM cop-out. |
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Sep 6 2007, 07:43 AM
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#23
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
I think you'd just be better off saying 'no' in the first place. |
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Sep 6 2007, 07:51 AM
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#24
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Runner Group: Members Posts: 3,009 Joined: 25-September 06 From: Paris, France Member No.: 9,466 |
A good thing to players coming up with too powerful things using the rules is :
- The last step of the rules is GM approval. I can say no just like you can choose the range of the spell. Another thing I like to remind players with potentially game breaking ideas is : - If such a thing existed, it'd be important enough to be mentioned in the rules or fluff (for example, if Agent Smith Army was a common Matrix trick, it'd have been written as such) - If such a powerful thing existed, everyone (corps, runners, crime syndicates) would try to get their hands on it (and if a runner can, everyone can). Then everyone would try to protect themselves against it (nuclear weapons are too powerful... let's build anti-missile systems!). So if you accept it, the player shouldn't be surprised if a lot of people use it, or if everyone knows how to prevent it/protect themselves from it. |
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Sep 6 2007, 08:48 AM
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#25
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
just tell him he can only flow like water - that is only down.
Sure, he can get out of handcuffs and such but he would just become a puddle on the floor. When under influence of that spell he will have severe allergy: Fire & Heat. He also risks damage from being mopped up and separated into smaller portions (taking damage equal to the mass lost). he cannot defend himself in any melee (in this we include a dog lapping up the water, it's an attack that essentially eats him.) |
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