|
The
Evolution of Munchkin
This
is a gaming site, so how about a gaming rant?
Ready?
Good. 'Cause this one is going to make a lot of people
uncomfortable -- I'm about to challenge what you think
of as good gaming.
I
was one of those lucky people that got involved in
the Internet pretty early on. Back when it was, as
far as I was concerned, all Usenet (and some MUDs).
I imagine there was some other use for the Internet
besides reading about what some guy thought about
last night's Next Generation episode or fighting
monsters in text-based dungeons, but I didn't know
what they were.
Back
then, about 10 or 11 years ago, I was introduced to
the term "munchkin." For those of you who
are apparently new to gaming, the Internet, or both,
munchkins are... well, that's the problem, isn't it?
Everyone uses the term munchkin, but no one seems
to use it in exactly the same way.
Munchkins
might be:
1.
Powergamers who want to make their characters like
unto gods
2.
Young gamers who haven't "matured" past
concepts like hack and slash
3.
People who concern themselves with game mechanics
more than roleplaying
4.
Someone who plays a roleplaying game in a way you
don't like
5.
Someone who plays a roleplaying game that you don't
like
6.
Someone you don't like
"Munchkin"
is an almost worthless term. I've seen people online
complaining about munchkin players, and as an outside
observer I could tell that they were actually referring
to entirely different player types.
But
everyone likes to use the term, because it means "a
gamer not as good as me." It's centered around
the idea that gamers mature and intrinsically improve
as time goes on. See, there's a commonly held idea
that when you start playing roleplaying games, you
focus on the game stats and killing things. Later,
you mature and you move on, no longer concerning yourself
with such trivialities and low-brow entertainments,
instead dwelling on deep character immersion and storytelling.
Thus, the more mature style is clearly better because
it's, well, more mature.
Bzzzt!
Thanks for playing.
I
don't buy it. Not just the judgmental part, but the
whole evolutionary path idea. Here's my theory. You
start out playing the game and you're caught up in
all of it. It's all new, so "the orcs are threatening
the town" is a story -- and it's one you haven't
heard yet, because you're new. You focus on game mechanics
because you have to, just to keep your head
above water. And sure, it's fun to lop the head off
the orc chief and take his 78 gp and +1 scimitar.
Because you've never done it before.
Later
on, sometimes MUCH later on, you start to change.
The hacking has worn a little thin, and the slashing
doesn't seem quite right. You decide to explore whether
there could be something more. Here, gamers usually
take one of two paths.
Path
1: The gritty realism path. Also known as the
Rolemaster path. You love roleplaying
games, but the simplicity of attack and damage rolls
and the abstraction of hit points just isn't enough.
You want to know exactly where you hit the orc, which
tendons you tore with the middle-to-upper cut of your
blade, and what effect this wound will have on the
orc next round, even if it's only a -2 penalty on
perception rolls because he got a drop of blood spray
in his eye. Critical hits, critical fumbles, and critical
oxcart mishap table L-7 is what you want. You want
to track each action by the fractional millisecond.
You want a character built with 1 character point
placed in your regional underwater Zen archery skill
to really be different from the character that didn't
think ahead enough to know that such a skill was needed
(let alone available).
Path
2. The storyteller path. Also known as the Storyteller
path. You love roleplaying games, but you hate rollplaying
games. You want to write 24-page treatises on the
water quality of your character's home village. You
want to come out of every game session weeping in
sorrow over the death of noble King Carlsbad or with
joy over the death of the despot, Carlsbad (either
way, as long as it's emotional). You don't want to
roll dice, you want to enlighten and enliven everyone
around the table with a song from your childhood and
then spend the rest of the session talking with the
NPC stablehand about the quality of oats in the region
since the blight of seven years back -- and you don't
even own a horse.
Most
people believe that either of these paths are end
points, and -- obviously -- are mutually exclusive.
Nope.
Wrong on both counts. Now, I've worked on a few different
games in my career, but one of the strangest experiences
I ever had was working with the Champions games
staff. These people played Champions (I'm sorry
-- they played the Hero System) three, four times
a week, and I joined in. But these people were all
Path 2 roleplayers. They were acting out psychodramas
like you wouldn't believe. With Champions.
Champions!
Now,
come on. This game is the powergaming, min-maxer's
dream. Making a good Champions character is
like doing your taxes -- you're squeezing every last
fractional deduction for just 1 more point and slapping
on wacko disadvantages (like phobias, and grandmothers)
so that you can get still more points. And combat
plays like a miniatures wargame -- you might get through
one fight in an evening's play, if you're willing
to stay up late.
I
used to believe that Champions players became
Path 2 roleplayers because they had too -- it was
the best alternative to having to play through another
of those endless, incredibly complex combats. And
maybe that's not so far off the mark.
Of
course, I can give you examples of hard-core storytelling
vampires that reveled in the amount of damage they
could inflict (Vampire is a game where you're
a vampire, and everyone else in the world is a normal
human, but it's not for powergamers -- yeah, right),
and Rolemaster players who would go throughwhole
sessions without picking up a die. Still, even if
you don't believe that these two paths actually have
a great deal of crossover, let me make the more important
point.
Path
1 and Path 2 are not the end of gamer evolution. Gamer
evolution isn't a line. It's a circle -- sort of.
You see, if you make your way down either path long
enough, you eventually get to the point where you
realize that some of that abstract, monster-hackin',
stat-focused gaming that you enjoyed back in the old
days is still sort of fun. Sure, it's not exactly
as it was then, but somewhere between nostalgia and
freeing oneself from utter pretentiousness, you learn
that it's all fun. Hacking and slashing, true and
powerful roleplaying, and even a deadly (and satisfying)
critical hit now and again.
It's
annoying and stupid for people engaged in such a tiny,
niche hobby like roleplaying to criticize the way
others play. In particular, it's maddening to see
more experienced roleplayers put down newer "munchkins"
as being stupid or less mature.
You
were a young player once, too (you might be a young
player now). You got to enjoy those early experiences,
simple stories, and mindless hack-and-slash, so why
not let them enjoy it as well? Don't deny or belittle
someone else's experience just because you've already
been there.
And
if somebody plays the game for 20 years and still
enjoys mindless hack-and-slash -- so what? While I
enjoy computer games like Half Life or Fallout
Tactics, I would also not mind one bit to be able
to play a little Galaga or (God help me) Sinistar.
My parents like the shows on Nick at Nite more than
they like current programming. Are these things a
sign of a lack of maturity? Somehow, I think they're
just a sign of a preference that's different from
yours.
It's
vital that gaming professionals try to see their work
from the point of view of any and every type of gamer.
I think it would be nice if all gamers did this, too.
And they shouldn't do it just because it's the right
thing to do, because it builds community and makes
the sun shine. They should do it because, by opening
themselves to different points of view, they actually
find new (and sometimes old) ways to have fun with
the game.
It's
hard to be tolerant. It's hard to allow people to
be different than you. Once you've discovered whatever
today's fundamental
truth is, it seems like the only option is to proselytize
(even if that comes in the form of finger pointing
and snide remarks). Hard-core gamers are very much
like religious fanatics, I suppose. More than most
fundamentalist Christians would like to admit -- but
that's another rant.
|