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Rules Lawyers, Powergamers, and Munchkins: Thoughts on the Origins of Diverse Species
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<blockquote data-quote="EzekielRaiden" data-source="post: 9133434" data-attributes="member: 6790260"><p>Alright. How do we square <em>this</em>...</p><p></p><p>...with <em>this</em>...</p><p></p><p>...particularly in light of <em>this</em>:</p><p></p><p></p><p>My issue is that the first and third things make strong claims about how the game "should" be played; the third also makes such claims, but then hedges them with "I don't want to spoil your fun."</p><p></p><p>As for me...I'm very self-conscious about any situation where I'm commenting on the rules used by others. I absolutely don't want to crap on anyone else's fun at the table. In fact, the one time I can remember where I had pointed out an error with something, I took it upon myself to find a solution afterward, and actually <em>did</em> manage to make things better thereafter. (TL;DR: gonzo game, fellow player's build needed undead chars, but his method caused other conflicts. I sheepishly noted this, but later found a fix: the Deathless template. Patched up the gap, gave more perks, <em>and</em> made more sense for char's story. It felt good to find that.)</p><p></p><p></p><p>Yeah, I played several games (mostly video games) with someone who was like that. If it was competitive, always pick the options that are strongest, especially if they eliminate parts of gameplay (they were BIG into any 4X-game perk that means you eat money/production rather than food.) If it was cooperative, they would always align things so the only way for the team to win was for <em>them</em> to win--meaning if we didn't jump at their beck and call, if we didn't give them the resources they needed, etc., it was <em>our</em> fault for not supporting them enough.</p><p></p><p>This person has actual, diagnosed mental health issues which contribute to this behavior, so their behavior is not necessarily a useful representation. That said, some folks are just....a little narcissistic in gaming, or in general. (Estimates are that somewhere between 1% and 5% of people have legit narcissistic personality <em>disorder</em>, so the non-clinical narcissistic personality <em>type</em> (which isn't unhealthy, but does involve more extreme narcissism than ordinary behavior) is almost certainly at least as prevalent if not moreso.</p><p></p><p></p><p>Yeah, I've seen it used that way as well. I wouldn't say it is common <em>per se</em> today (my gaming experience is mostly mid/late 00s and later), but it's not rare either. Sort of like how "railroad" sometimes gets thrown around to describe perfectly reasonable, above-board linear gameplay.</p><p></p><p></p><p>100%. In fact, I often find actual children (pre-teens or young teens, up to say 14ish) are much <em>more</em> inclined to be great roleplayers because they often lack the concern about saving face or "proving" themselves. More often than not, their characters are purely vehicles for self-expression and exploration. Varies by person whether they're protective of said character or not, but I find them much less interested in rules minutiae and much more interested in asking probing questions and trying things that make sense to them (the trick, of course, is to get them to explain why it should make sense to others too.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9133434, member: 6790260"] Alright. How do we square [I]this[/I]... ...with [I]this[/I]... ...particularly in light of [I]this[/I]: My issue is that the first and third things make strong claims about how the game "should" be played; the third also makes such claims, but then hedges them with "I don't want to spoil your fun." As for me...I'm very self-conscious about any situation where I'm commenting on the rules used by others. I absolutely don't want to crap on anyone else's fun at the table. In fact, the one time I can remember where I had pointed out an error with something, I took it upon myself to find a solution afterward, and actually [I]did[/I] manage to make things better thereafter. (TL;DR: gonzo game, fellow player's build needed undead chars, but his method caused other conflicts. I sheepishly noted this, but later found a fix: the Deathless template. Patched up the gap, gave more perks, [I]and[/I] made more sense for char's story. It felt good to find that.) Yeah, I played several games (mostly video games) with someone who was like that. If it was competitive, always pick the options that are strongest, especially if they eliminate parts of gameplay (they were BIG into any 4X-game perk that means you eat money/production rather than food.) If it was cooperative, they would always align things so the only way for the team to win was for [I]them[/I] to win--meaning if we didn't jump at their beck and call, if we didn't give them the resources they needed, etc., it was [I]our[/I] fault for not supporting them enough. This person has actual, diagnosed mental health issues which contribute to this behavior, so their behavior is not necessarily a useful representation. That said, some folks are just....a little narcissistic in gaming, or in general. (Estimates are that somewhere between 1% and 5% of people have legit narcissistic personality [I]disorder[/I], so the non-clinical narcissistic personality [I]type[/I] (which isn't unhealthy, but does involve more extreme narcissism than ordinary behavior) is almost certainly at least as prevalent if not moreso. Yeah, I've seen it used that way as well. I wouldn't say it is common [I]per se[/I] today (my gaming experience is mostly mid/late 00s and later), but it's not rare either. Sort of like how "railroad" sometimes gets thrown around to describe perfectly reasonable, above-board linear gameplay. 100%. In fact, I often find actual children (pre-teens or young teens, up to say 14ish) are much [I]more[/I] inclined to be great roleplayers because they often lack the concern about saving face or "proving" themselves. More often than not, their characters are purely vehicles for self-expression and exploration. Varies by person whether they're protective of said character or not, but I find them much less interested in rules minutiae and much more interested in asking probing questions and trying things that make sense to them (the trick, of course, is to get them to explain why it should make sense to others too.) [/QUOTE]
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