Munchkin? I think not.
Posted: Tue May 12, 2009 9:35 pm
I've noticed that various board members seem to feel that certain character/equipment combinations are overpowering and are defects that should not be allowed in the game. I feel however, that these "munchkin" facets merely reflect that not everything is equal in life. Some people in life struggle through adversity and strife to do the best they can acheive and on the other hand some people seem to go through life with a silver spoon shoved up their backside. Things are just not even and some have advantages that simply put them above and beyond the rest without even having to try.
In the game terms this could be viewed as characters having advantage such as genetics, wealth, intelligence or just plain luck. That being said certain combinations should have a good explanation as to why they have come to be and certainly if the PC's have worked to create circumstances that give them these advantages then why not let them have it? Just keep in mind that if it works for the PC's then it can work for their enemies. If they created an uberweapon then what keep it from getting stolen and used on the PCs or better yet if this unique weapon that the PCs are known to use is implicated in some horrendous attrocity, well it can put the PCs in quite a predicament.
Good players keep GMs on their toes and viceversa.
In the game terms this could be viewed as characters having advantage such as genetics, wealth, intelligence or just plain luck. That being said certain combinations should have a good explanation as to why they have come to be and certainly if the PC's have worked to create circumstances that give them these advantages then why not let them have it? Just keep in mind that if it works for the PC's then it can work for their enemies. If they created an uberweapon then what keep it from getting stolen and used on the PCs or better yet if this unique weapon that the PCs are known to use is implicated in some horrendous attrocity, well it can put the PCs in quite a predicament.
Good players keep GMs on their toes and viceversa.