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Happyland
Happyland is a term I came up with to describe the kind
of a world that a munchkin wants to play in. It's a generic
term to give a catchall idea of the qualities which munchies
like to have intrinsic within the game realms they wander
in whether it's Sci-Fi like Star Wars or Fantasy like
AD&D or Palladium or our favorite Science Fantasy
game ShadowRun. Regardless of the world or it's tech level,
magic or it's lack therein of. They want one simple thing
"Power", power that they may lack in their real
lives or an overactive need to get everything with paying
any price. But what ever problems they may have in their
little lives, they are the bane of every role-player,
loony and real man to ever play in a game. They either
don't realize what their quest for game power does to
a game or they don't care, I'll illustrate. One of my
previous players went and jumped ship with a couple of
the other guys and started their own game, because I'm
a cold-hearted opinionated bastard and I believe in the
idea of ROLE-Playing not "ROLL-playing", but
that's a different subject. I'll elaborate on the CHOB
factor later. The former street shaman decided to play
his dark-elf fireball loving combat mage because he finally
had a chance to try to get to be one on the BA's (that
bad asses, son.)
First a bit of background of the other game. Now they've
got a rookie Gm, one who's never attempted to run a game
of SR in his life and from what I hear he's pretty good
for a rookie. He's got the basics and isn't afraid to
restore what he perceives as balance. Now after a good
munchie string of adventures with jobs that pay 15k to
30k a run which happen twice a week. Now remember I said,
I was a CHOB (cold hearted opinionated bastard) because
I only give a run once a month with a week recoup time,
sometime with a bit of hospital time too and I only pay
15k to 25k per job total. Now he the decides to get his
game on the ball and enter the realm of the real role-player.
So he needs to take some things away namely a warehouse
full on everything out of the mainbook and Street Samurai
catalog except for the cyber. He implements the plan to
restore things but get stopped by sheer numbers and the
luck of the die. Sorry buddy better luck next time. Don't
worry you'll get it.
Now, back to example. The dark elf decides to cut himself
a deal. Their Gm had previously come up with a ruling
on the cash for karma idea.( Bad concept, bad FASA, bad,
bad, bad!.) His idea was that one karma point was worth
500¥. Personally I gagged at the idea, but hey it's
not my game and I don't have to deal with the problems
it'll cause. Now he decides to buy himself 200 karma points.
Yes I can hear the coughing from the real-roleplayers,
and yes I've done the math 200 karma points will cost
you according to the formula he's using 100,000¥.
But don't worry it gets worse. So he decides to take this
karma and initiate himself to a 17th(?) level initiate.
Yes, I said 17th level. Now the new Gm had no idea what
his player had done and even the guy I ranted and raved
about in lesson #5 was upset. (You know I may have to
reevaluate my opinion from lesson #5 and see what I can
do about getting Wayne Newton into the office of the Queen
of England.) This yo-yo had decided to completely upset
the balance of this guys campaign in his quest for power.
17th Grade initiate geez, what's the point in even playing
anymore a character like that anymore, it's time to retire
that combat mage. Now you may ask yourself, "But
NightLife all you've done it give an example of a munchkin
and no advice, how can this help me with this kind of
yo-yo in my game?" Fear not the advice begins right
about......Now!
Now believe it or not it's sometimes possible to get
a munchkin to reform and become a powergamer and with
a tiny miracle even a real role-player. But it takes time
and pressure and a rolled up newspaper ( that's a joke
son.). But, really it can be done with some of them, however
it's a sad fact just like a alcoholic they have to want
to. Explain to them the reasoning behind experience and
it's associated rewards. I.E.
"No, you can't have the 100 skills points and the
megadeath laser guided missile launching 50. caliber assault
cannon with the hydrospanning smartlinked custom gripped
ivory handle and your cake too."
No really explain to them that the big guns, the big
skills , and the really powerful magic/psi/phy adept powers
come only from experience having them from the get go
defeats the point of the game. Remind them that victory
that his hard fought for is a 1000 times sweeter than
victory handed to you on a silver platter with a dinner
mint. Solving a problem it far more rewarding that just
blasting it to smithereens. But sometime blasting it is
the solution, but not most of the time. Show them if they
can think their way out of the current situation that
they can get a satisfaction far beyond the norm from having
used had used their brains rather that their fists. Show
them how to lose themselves in a character that more than
just archetype but a living breathing extensions of themselves.
But if all else fails and they aren't interested in role-playing
and won't work with you or the others and he/she is causing
problems and you don't want to put up with it anymore.
You can try this method to quote BlackJack "Since
the player exists in reality you can simply lecture him.
And the lecture should have one aim: To make him feel
like shit. Degrade the bastard. Insult his role-playing
ability, because if he is playing the same bad ass all
the time he's not being all that original. Let him know
he's messing up the game for everybody else." If
this doesn't work try this to quote BJ again " If
he says he doesn't care, tell him, but only as a last
resort, to "Go find someone to play D&D with,
you can't handle a game as good as Shadowrun." Make
sure this takes place before or after the game so it doesn't
interrupt play. And if he still doesn't care...tell him
to go home.
Nightlife - 2nd January 2001
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