IPB

Welcome Guest ( Log In | Register )

10 Pages V  « < 7 8 9 10 >  
Reply to this topicStart new topic
> Pimped Beginning characters, And the players addicted to them....
Sphynx
post Apr 10 2004, 11:06 PM
Post #201


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



Actually, ignore that last post or this thread is going to go off on another wild tangent. One I don't feel like discussing. :P

Sphynx
Go to the top of the page
 
+Quote Post
TinkerGnome
post Apr 10 2004, 11:22 PM
Post #202


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



You'll find 800 different definitions of munchkin out there and let's not discuss them here. The closest to an official definition you're going to get is from Steve Jackson (warning, PDF). The company has a card game, RPG, and a Munchkin's guide. I found a PDF of it on the website, and to quote the intro:
QUOTE (Munchkin's Guide to Power Gaming)
What is a munchkin? Well, we're not referring to the cute little fellows from The Wizard of Oz (though even they might eb capable of munchkinism after reading this book). We're talking about power-gamers, mini-maxers, twinks, gun-bunnies, combat-wombats, and purveyors of ultra-violence.  Those guys who demolish your average GM's intricately developed plots by killing everything in sight and somehow jumping straight to the end of your story without passing through the middle.  They're the ones that you know have to be cheating with their dice when they claim to have three maximum stat rolls in a row; then, when you check, they roll it again.  They're that strange combination of luck, cheek, and aggression that most people seem to think is the bane of roleplaying today.

I hope that forstalls anyone else trying to define it ;)
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Apr 10 2004, 11:41 PM
Post #203


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



And you can check here for a more complex explination.
Go to the top of the page
 
+Quote Post
Dax
post Apr 11 2004, 12:09 AM
Post #204


Moving Target
**

Group: Members
Posts: 194
Joined: 24-January 04
Member No.: 6,013



QUOTE
Yes, I encourage all the cyberware and number crunching at character creation. As a matter of fact, I get annoyed at my players if they don't. Don't turn a weak character to me and then try to explain how he's a ShadowRunner. This isn't a job for a 17 year old kid, it's a job for someone who's "been there". Maybe not universally, but in my games, definitely.


Now this is something that I have to disagree with. You do not jump into the Shadows with everyone knowing how bad ass and tough you are.

QUOTE
But anyhows, our games are seemingly alot different than yours. We've spent maybe 10 games total in Corps, never hit an AA, and have more experience dealing with Insect Spirits, Mercenary Work (we're primarily yucatan/aztlan type of 'runners'), toxics, etc. Corp running is not campaign level, if you stick to running shadows, you'll not love the game like we do, as it gets boring after awhile. At least in a Merc environment, you pick what you're gonna hit (no Johnson), and you have large goals (admittedly, often more like terrorists, but just as fun as running)


I really don';t follow your logic on this statement at all. The Shadowrun universe has hammered the point that "you are your reputation" into the ground so thoughly, that I really don't think they've left any wiggle room. AAA's are not gonna hire some people with no reptuation and no clout on the streets. Or, if they do, they hire them as cannon fodder while the more experianced team goes and does the real job. (also something they have constantly reinforced in the cannon) And to be honest, my group hasn't even touched Corp work yet (unless you count the one player who decided to go an assassinate a corp suit, who was in the Shaiwaise towers...by himself. Needless to say he didn't live long.), we are currently on a Mafia sponsored run, and are JUST getting to that point where their street reputation has reached the point where the big players are starting to notice they exist.

And I will admit I have some personal bias here. I lothe min/maxing and number crunching. I firmly belive you can have a powerful, kick ass, and thoughly INTERESTING character without having to pull those kind of antics. It's almost like there's no sence of restraint in RPG's anymore. Everyone is looking to make the 'best" characters, and invitably min/max to the point it makes me sick. Well, I'm not looking for the best characters, I'm looking for the right ones. The ones who can do their job with reasonable amounts of skill, but still be interesting at the same time.
Go to the top of the page
 
+Quote Post
tjn
post Apr 11 2004, 01:28 AM
Post #205


Moving Target
**

Group: Members
Posts: 476
Joined: 30-December 03
From: Fresno, CFS: taking out one durned furriner at a time.
Member No.: 5,940



QUOTE (Dax)
And I will admit I have some personal bias here. I lothe min/maxing and number crunching. I firmly belive you can have a powerful, kick ass, and thoughly INTERESTING character without having to pull those kind of antics.


And I firmly believe that these "antics" have nothing at all to do with a thoroughly interesting character one way or another. All it is, is a level of power that the player wants to play. Some people want to play epic style games where their actions shake the Corperate Court itself, others want to scrape by sloppy soy to sloppy soy, just trying to live one more day in the Barrens.

Neither side is intrinsicly wrong for wanting it one way or another. If everyone is having fun, there is no problem.

Heh, though as an aside, the term "Munchkin" was around before RPG's (and Steve Jackson by extension. though SJ has some serious issues with what is, and what isn't the correct way to roleplay).

First used as a term for the little brothers who mimiced their older brothers who were into wargaming by setting up the miniatures and played with effectively no rules.

"This guy lets out the Ultra mega beam of doom! and destroys that guy! " says one little brother, to which the other kid replies: "Well, well, my guy shoots the ULTRA-ultra mega beam of doom and kills that guy!"

The older brothers saw this, and cried foul over them not playing the game the "right" way (and as they wereprobably a little possessive over their miniatures, used the term to keep them from playing with the older brothers), and began labeling them "munchkins" because they were usually short, being younger and all.

The term has mutated over the years and was borrowed over into the RPG vernacular into the morass of connotations as a catch-all derogatory term for anyone who doesn't play "correctly".
Go to the top of the page
 
+Quote Post
Connor
post Apr 11 2004, 01:28 AM
Post #206


Moving Target
**

Group: Members
Posts: 511
Joined: 30-May 03
From: Tulsa, OK
Member No.: 4,652



I'd probably have to agree with TinkerGnome that you seem to be more of a power gamer.

A bad roleplayer that just doesn't to anything well is a bad roleplayer. A bad roleplayer that min/maxes and crunches the numbers and only plays the number game to go in and kill everything/conjure force 20 spirits/hack into the orbital bank with ease/etc is a munchkin.

A good roleplayer that does everything good is a good roleplayer. A good roleplayer that has a tendency to play the number game really well and min/maxes every character as much as possible is a power gamer.

In brief I think that sums up how I see things. Maybe we should start a thread to come up with some common definitions to all these terms for all of us to use around here to avoid some confusion!

Also in my last post, I didn't nessecarily mean handing the two example players pre-made characters. Just that for all intents and purposes their character sheets were the same as far as the numbers and such went.
Go to the top of the page
 
+Quote Post
Anymage
post Apr 11 2004, 04:07 AM
Post #207


Target
*

Group: Members
Posts: 85
Joined: 28-August 03
Member No.: 5,551



Dax (and a vague nod to Sphynx, too);

You may not jump into the shadows with everyone knowing what a badass you are, but beginning characters are by no stretch of the imagination "first level"; look at the archetypes and what can easily be made out of character creation, you'll find that these are overwhelmingly characters who have survived and thrived in the shadows already, not "gutter trash" trying to claw their way up. They may not be legendary prime runners (which is a good thing), but they're a far sight better than most "undocumented assets", and probably worth your average J at least considering for the job.

Now, part of this is a cycle from SR's shitastic job of balancing starting characters and a spiraling cycle from there. ("Munchkins" can make super-characters by ignoring social and other background skills; NPC's need battle skills to challenge munchkins, "real roleplayers" need battle skills to handle the NPC's while still having social and background skills, which gives munchkins even more points, etc.) Part of it is probably a conscious decision to encourage more capable starting characters (since let's face it, first level fragility sucks).

And since the issue of power curve has come up here, may as well throw in on that...

One of the major differences between RPG's and movies is that movies can fall back on special effects to show how cool the character is. You or I can't do triple arial spin kicks, so watching a character in a movie do them is super-spiffy. RPG's often don't have such detailed descriptions, and even when they do, what real people can do is far less of a benchmark than what other characters can do; in a supers game, if everyone can fly and has at least one other shtick, *just* being able to fly isn't that great even though joe player can't. If a starting player can do it, it's standard. If most everyone in the game can do it, it's pretty bog-standard. So being able to advance past starting level, and have a clear grasp that you're going from starting to legendary, is pretty important to the game part of the RPG, as well as the long-running campaign part of it.

BTW, not that anyone asked me, but my ideal starting level would be "experienced in the shadows, has stood out from the teeming street hordes, and is finally getting a shot at real pro work". But that's just me.
Go to the top of the page
 
+Quote Post
Glyph
post Apr 11 2004, 06:05 AM
Post #208


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



Min-maxing != munchkinism. Min-maxing is a useful approach to building a character, and consists of minimizing a character's weaknesses as well as maximizing his ability to do his job. A true min-maxer won't make a sammie with 5 combat skills and no etiquette or stealth skills. They will realize that being unable to sneak around or function in social situations will handicap their character, so they will be sure to make him well-rounded enough in non-combat areas.

I don't see anything wrong with tweaking the numbers. Some people have the mistaken notion that min-maxing and making a decent character background are mutually incompatible. Actually, someone who meticulously allocates their points is probably more likely to craft an intelligent and well-thought-out background. Yes, there are people who tweak the numbers and turn in a cardboard-cutout character background, and drama queen "roleplayers" who turn in a frickin' novel about their character but barely understand the rules. But there are also lots of inept munchkins whose attempts at min-maxing have glaring weaknesses to them, as well as roleplayers who create tough, powerful characters.

For people who have a problem with certain players, min-maxing is not the problem, nor is power level. Get them to care about the game and care about the characters they are playing. Trying to limit Availability or starting power level is only treating the symptoms.
Go to the top of the page
 
+Quote Post
Connor
post Apr 11 2004, 06:27 AM
Post #209


Moving Target
**

Group: Members
Posts: 511
Joined: 30-May 03
From: Tulsa, OK
Member No.: 4,652



I realize min-maxing is not munchkinism, but it is a part of any munchkins toolbox.

In general I have nothing against min-maxing, although I feel there's a level to where min-maxing becomes cartoonish aside from any munchkinesque tendancies.
Go to the top of the page
 
+Quote Post
Crusher Bob
post Apr 11 2004, 08:20 AM
Post #210


Runner
******

Group: Members
Posts: 2,598
Joined: 15-March 03
From: Hong Kong
Member No.: 4,253



The problem I have with most systems is that they are too easy to min/max. In standard SR getting a skill at 6 in char gen is 'worth' much more later in the game than two skills at three, but the chargen cost is the same. This means that min/maxing is a math based thing rather than a concept based thing.

This is why I am a big fan of BECKS, and why I dislike most artifical limits on begining characters.
Go to the top of the page
 
+Quote Post
A Clockwork Lime
post Apr 11 2004, 08:40 AM
Post #211


Shooting Target
****

Group: Members
Posts: 1,616
Joined: 15-March 04
Member No.: 6,158



QUOTE (BitBasher @ Apr 9 2004, 11:45 PM)
I understand with what youre saying and I dont think I disagree with you, I do however think I have a problem with the way you're explaining it. The best there is is the old man sitting on the mountaintop that noone in the world can beat in kung fu, ect. If anyone can do it better, then he's not the best there is.

Sorry to dredge this up, but I haven't read the thread in the last day or so. I just wanted to make one last comment...

Even with a definition such as this, it's impossible to demonstrate such a scenario. By your requirements, it's just not possible. Take a movie like Dogma as an example. God -- the pinnacle of growth potential and creator of all existance -- got bitch-slapped by three punk kids with hockey sticks and bad hygiene. So by your definition, even God apparently needs to earn some more Karma before (S)He can qualify as the end-all be-all character in the multiverse.

Then you have the whole Job mess (where Lucifer basically beat God in a Negotiation (Fast Talk) Test to torture some poor schmoe), the failed Divination Test when He chose the Jews as His Chosen People, the failed Human B/R and Human Programming Tests He made as demonstrated by His creations disobeying Him and eating from the Tree of Knowledge, or how He apparently wasn't All-Seeing enough that he couldn't avoid killing some Jews unless they smeered goat's blood all over their doors back in Egypt. Or the really big one of how, despite being All-Knowing, created an angel without free will who, somehow, managed to, like, get free will and defy Him and, uhm, yeah... okay, I'm still a bit baffled by that one in general.

[And there's no need to go into a long rant or debate about any of that religious stuff; I'm just trying to make a point. Put your feathers back in place, dammit.]

Anyway, having a character that can't be bested or is infallable is impossible. There's no such thing. There is such a thing as a character who's at the end (or at least at the pinnacle) of their career; where they've learned pretty much everything they're going to learn, and are just using it to do what they do. Nothing more to improve on (even if the game states that there is, simply because there is no limits). And playing in such a game is in no way boring or antithesis to good gaming. It's just completely different than the "I've got to earn 52 more experience points so that when I face those Level 3 Ogre Fighters, I'll have the amount of Hit Points I need to survive!" style of gaming.

As for your request for a scenario where such a characters would be interesting... just about any scenario would work. You don't have to earn Karma so you can improve your Athletics (Masturbation) skill in order to do a job (let alone take a job so you can improve it). Being paid cash so you can buy some nice things is more than enough of a reward -- at least it certainly seems enough in the real world.
Go to the top of the page
 
+Quote Post
Digital Heroin
post Apr 11 2004, 09:02 AM
Post #212


Neophyte Runner
*****

Group: Members
Posts: 2,458
Joined: 22-March 03
From: I am a figment of my own imagination.
Member No.: 4,302



Oooh... ooh... I want Human B/R...
Go to the top of the page
 
+Quote Post
Aidley
post Apr 11 2004, 09:04 AM
Post #213


Target
*

Group: Members
Posts: 66
Joined: 22-January 04
Member No.: 6,005



QUOTE (Joker9125)
He dosent have all attributes over ten their are some that suffer a bit but not just alot. No he isnt cheating hes just good at making combat monsters while like you said everyone goes throught hat phase and gets out of it (me included) he seems to be stuck in it. The main problem is in order to challange one of his characters we have to put everyone elses characters at great risk which could easily end up in everyone dying unless the pimped character guy gets to the uber boss first and this is obviously not fun for anyone in the run except the combat monster. Secondly if we design a run that would challange the other characters he kills everyone before the end of the second initative pass. This is also not fun for anyone except him. I do however like the idea of making characters for players i think ill make a character for him on the next run i GM and make him use it if he wants to play and let him expirence a more well rounded character for once.

I have an odd suggestion for you. Get him to roll up heaps of these characters. Roll up a sensible character that reflects his personal style of play. give him the character you rolled up for him. Keep the characters he rolled up. They're your new nasty npcs....


Saves you a heap of work, gets his munchkinism out of his system and allows the entire group to be on a level playing field.
Go to the top of the page
 
+Quote Post
Connor
post Apr 11 2004, 09:27 AM
Post #214


Moving Target
**

Group: Members
Posts: 511
Joined: 30-May 03
From: Tulsa, OK
Member No.: 4,652



QUOTE (Crusher Bob)
The problem I have with most systems is that they are too easy to min/max. In standard SR getting a skill at 6 in char gen is 'worth' much more later in the game than two skills at three, but the chargen cost is the same. This means that min/maxing is a math based thing rather than a concept based thing.

This is why I am a big fan of BECKS, and why I dislike most artifical limits on begining characters.

I just like to say I agree with you here. I definately prefer using BECKS in character gen and lately that's how our group has been doing it lately. I have to say it's worked well, although I don't think everyone in our group agrees, but I then I don't think they really care one way or the other.
Go to the top of the page
 
+Quote Post
Sphynx
post Apr 11 2004, 09:35 AM
Post #215


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



*sigh* It did turn into a thread on the definition of Munchkinism... sorry Joker, I tried to stop it. :P

I'll not reply to those posts, but since Dax quotes me, I'll respond to him. ;)

QUOTE (Dax @ Apr 11 2004, 02:09 AM)
Now this is something that I have to disagree with. You do not jump into the Shadows with everyone knowing how bad ass and tough you are.


Yes you do, look at the Archetypes. Everyone of them seasoned veterans as starting characters. Never notice they took out the stupid CyberPunk archetype like "Rocker"? Ever read the archetypes of 2nd edition? You start out bad-ass, and work on getting badder.

QUOTE (Dax @ Apr 11 2004, 02:09 AM)
And I will admit I have some personal bias here. I lothe min/maxing and number crunching. I firmly belive you can have a powerful, kick ass, and thoughly INTERESTING character without having to pull those kind of antics. It's almost like there's no sence of restraint in RPG's anymore. Everyone is looking to make the 'best" characters, and invitably min/max to the point it makes me sick. Well, I'm not looking for the best characters, I'm looking for the right ones. The ones who can do their job with reasonable amounts of skill, but still be interesting at the same time.


Hmmm, I think you (and alot of people) mixed up min-maxxing and power gaming. Pointing back to a shamanic character I've already pointed at in this thread, the character with a Smartlink-2 (0.40) RangeFinder(0.8 ) CyberEyes with 0.70 levels of mods (0.24) Datajack (0.16) and a Knowsoft Link (0.08) for 0.96 essence. Character wants a Trauma Dampener (GM just agreed to allow Cultured Bioware stating that -anything- with an availability less than or equal to 8 would be allowed). How to do it without losing 2 levels of magic? I spent over an hour on this problem... I just couldn't risk losing any of the cyberware because it was all in-character to have (already had finished the background). ImageLink saved me 0.8, but that put me at 0.88 total essence spent, and it was already all alpha grade. Realized I could do Datajack and Knowsoft Link to Beta that saved me 0.06, but still 0.82 + (0.40/2) > 1.0. Fortunately, the min-maxxer in me remembered the rules on page 148 of M&M, last paragraph of the page. And bought my Smartlink at 75% instead of 80%, saving me 0.02, putting me right at 0.80 in essence, just enough to squeeze in a Trauma Dampener.

Now that's Art, not even power gaming. Of course, I expect a comment like:
QUOTE
But that's munchkinism, how does your character know what 1.0 essence is, and how could he possibly calculate things so perfectly to save 1 level of magic.  Just for that I'd subtract a 2nd levle of his magic


But personally, I'd like to think Doctors are better informed than I, and during the Surgery Planning stages (I got all the cyber at once), COULD calculate it. Just a different view on the game.

And Dax.... we learned long time ago, we don't WANT to be hired by (or run against) an AAA Corp, we, as a team, always turn down those kinda jobs, no matter what they pay. Guess that's why are games are Merc Work in the jungles of Mexico. :P

Anyhows, I've somehow gone off and rambled far too long. Happy Easter to everyone,
Sphynx
Go to the top of the page
 
+Quote Post
L.D
post Apr 11 2004, 09:54 AM
Post #216


Harlequin
**

Group: Dumpshocked
Posts: 331
Joined: 26-February 02
Member No.: 861



I think we scared away the Joker. :D
Go to the top of the page
 
+Quote Post
TinkerGnome
post Apr 11 2004, 01:02 PM
Post #217


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



QUOTE (Sphynx)
Yes you do, look at the Archetypes. Everyone of them seasoned veterans as starting characters. Never notice they took out the stupid CyberPunk archetype like "Rocker"? Ever read the archetypes of 2nd edition? You start out bad-ass, and work on getting badder.

Say what you will about Cyberpunk, but the system at least rewarded people for spending their life doing something. There's nothing more embarassing in SR than for a person to spend 10+ years of their life getting a medical degree than to find out Jimmy the Chiphead over is actually better at it because he's got Skillwires 6 and a CED. Rockers were theme specific, and like much of Cyberpunk, did not age well outside of the '80s.

That, and the way they handled the effects of excessive cyberware (psychosis) were nice.
Go to the top of the page
 
+Quote Post
Crusher Bob
post Apr 11 2004, 01:34 PM
Post #218


Runner
******

Group: Members
Posts: 2,598
Joined: 15-March 03
From: Hong Kong
Member No.: 4,253



CP2020 handeled lots of cyberware about as well as SR handles encryption (i.e. not well at all). :cyber:
Go to the top of the page
 
+Quote Post
Shockwave_IIc
post Apr 11 2004, 02:04 PM
Post #219


Shooting Target
****

Group: Members
Posts: 1,512
Joined: 16-August 03
From: Northampton
Member No.: 5,499



QUOTE (Crusher Bob)
CP2020 handeled lots of cyberware about as well as SR handles encryption (i.e. not well at all).  :cyber:

Personally, i thought they handled it very well, and whenthe fuzion system came around (The Bublegum Crisis game and supplements) i thought it got better.

But back on topic,
Spyhnx, The level of number crunching, that you showed in a starting character is in my mind scary. Thats Something that the Cyber Surgeons in Chiba do when you finnally have access to that Beta/Delta clinic. It's not something that i would like in one of my games, thats not to say it's wrong mind, if you and your players/ Gm are still enjoying playing the game then that is all that matters. No?

---

But allthough the Arcetypes are starting characters, there are not new to the shadows. But nor is that the only correct way of making a character either.

I understand Dax's point about "working upto something" it gives a sense of achievement. But something given when it should earned has no value, being arwarded 100 Karma to experience a character, annoy's me (mildly) for at least 2 reasons,
1, see above i've not earned it
2, advancing a charater that qucikly has a tendenticy to warp the character out of the original concept.

But just like all of what has been posted it's your own opinion, and if you still play and enjoy the game then people don't have the right to say your doing it wrong (untill you ask for their opinions)
Go to the top of the page
 
+Quote Post
Sphynx
post Apr 11 2004, 02:14 PM
Post #220


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



Shock: Don't confuse "planning" with "spending". Planning 100 karma makes sense, just like it makes sense to plan your life and what you want to study/learn ahead of time.

As for the number crunching, at least when a player turns in a character like that, you know they love the game and their character. Those other characters that get turned in are from players who next week, are perfectly ok playing something else instead, and don't care if their characters die off as quickly. Char-Gen min-maxxing is, IMHO, a GREAT sign.

Sphynx
Go to the top of the page
 
+Quote Post
Shockwave_IIc
post Apr 11 2004, 02:21 PM
Post #221


Shooting Target
****

Group: Members
Posts: 1,512
Joined: 16-August 03
From: Northampton
Member No.: 5,499



Ok, so (and i may have this wrong) because i don't number crunch to the 3rd decimal, i dont like my characters as much? I spend far more time on making a background make sense then number crunching, but that doesn't count?

Go to the top of the page
 
+Quote Post
TinkerGnome
post Apr 11 2004, 02:23 PM
Post #222


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



QUOTE (Crusher Bob)
CP2020 handeled lots of cyberware about as well as SR handles encryption (i.e. not well at all). :cyber:

Eh? You prefer the SR system in which you add more and more cyberware until you finally fall over dead with no appreciable difference between almost-dead and fully meat? At least, in concept, the CP2020 system had you parceling away pieces of your humanity in exchange for more chrome slowly becoming more detached from humanity and then finally going insane? If nothing else, it made hunting cyberpsychos a good way to run a cop game ;)

If SR were balanced for it (and it's not), I'd love to institute a similar thing in SR as a house rule.
Go to the top of the page
 
+Quote Post
L.D
post Apr 11 2004, 04:36 PM
Post #223


Harlequin
**

Group: Dumpshocked
Posts: 331
Joined: 26-February 02
Member No.: 861



I have to agree with Shockwave here. Lack of numbercrunching does not mean that you don't love your character. I know that all my players love their characters (if they have created a good one), but some just don't care that much about the numbers. They just want a character with decent stats. What's important to them is the background and personality of the character and what interesting (difficult) situations that the character can get into because of that personality and background.

Go to the top of the page
 
+Quote Post
Sphynx
post Apr 11 2004, 04:54 PM
Post #224


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



Ok, I may have worded my post poorly, but in my experience, it's very true that if a player doesn't do some amount of number crunching, that player usually tends to be unattached to their character.

However, since we're so far off topic and into discussion areas I don't enjoy discussing due to my bizarre playing methods, I'll cut out of this discussion. Hope I was able to influence you a bit Joker, there's always a side that alot of the dumpshockers don't feel is right, and I feel it's the only right way. I just wanted to express why certain things aren't wrong.

Sphynx
Go to the top of the page
 
+Quote Post
Firewall
post Apr 11 2004, 05:34 PM
Post #225


Moving Target
**

Group: Members
Posts: 313
Joined: 5-March 04
From: UK
Member No.: 6,125



My personal definition of 'munchkin' would be a player with one solution/style. I used to play Vampire and so I saw the two extremes of munchkin; at one end are the brujah with massive strength and melee who take physical damage disciplines, at the other end are Toreador with max charisma and mind-control who just take over your character for half an hour while they play sex-games. Somehow, I am a bigger fan of the fighters than the freaks playing solo cybersex...

Min-max is different. I like characters with definite strengths and weaknesses. Just have to teach them, minimum does not always mean zero.
Go to the top of the page
 
+Quote Post

10 Pages V  « < 7 8 9 10 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 23rd January 2026 - 04:14 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.