The other problem with Munchkinism is that, once your character actually achieves godlike power by breaking the game system, there’s no actual challenge left. It’s like solving a Rubix Cube by peeling the colored stickers off of the sides and sticking them back on in the “solved” position; there’s really no point to it. So you self-handicap and choose to play a character that isn’t Pun-Pun.
It’s like solving a Rubix Cube by peeling the colored stickers off of the sides and sticking them back on in the “solved” position;
Munchkinism is definitely not the same as cheating. You don’t break the Rubix cube physics, you work within them. A munchkin probably would google “solve rubix cube” and then apply a dozen or so step algorithm that will solve the cube from any given starting configuration. In fact peeling the stickers isn’t even cheating properly. The result doesn’t even constitute a solved rubix cube. It constitutes an ugly block that used to be a rubix cube. It is far better to simply dismantle the cube and click it back into place correctly. (This is actually necessary if some clown has taken out one of the blocks and swapped it around such that the entire cube is unsolvable. A cruel trick.)
A legitimate challenge there is to set yourself the task of solving it without external knowledge. The one I would go with (if I was interested in playing with the cubes beyond being able to solve them all at will) is to learn to solve the cube blindfolded. You get to look at the cube once for a couple of seconds then you have to do the whole thing by touch (and no, there is no braille there to help you). As a bonus this is exactly the sort of task that grants general improvements in mental focus!
The other problem with Munchkinism is that, once your character actually achieves godlike power by breaking the game system, there’s no actual challenge left.
That’s the kind of thing I like to demonstrate once in principle and then propose a rule change. My usual example is that of playing 500 and the open misere call. I usually propose something of a limitation on frequency of misere calls (and allow any 10 call to beat it). If the other players don’t want the limitation I proceed to play open misere every time it is rational to do so (about 1⁄4 hands, depending on the score at the time). And ask them if they have changed their mind every time I win.
I like self-handicaps. At least in the form of giving yourself a genuinely challenging task and then trying to overcome it. My character selections (in RPGs when I have played them and in CRPGs) tend to be based on novelty or and emotional appeal. All the choices after that can be made intelligently.
The other problem with Munchkinism is that, once your character actually achieves godlike power by breaking the game system, there’s no actual challenge left. It’s like solving a Rubix Cube by peeling the colored stickers off of the sides and sticking them back on in the “solved” position; there’s really no point to it. So you self-handicap and choose to play a character that isn’t Pun-Pun.
Munchkinism is definitely not the same as cheating. You don’t break the Rubix cube physics, you work within them. A munchkin probably would google “solve rubix cube” and then apply a dozen or so step algorithm that will solve the cube from any given starting configuration. In fact peeling the stickers isn’t even cheating properly. The result doesn’t even constitute a solved rubix cube. It constitutes an ugly block that used to be a rubix cube. It is far better to simply dismantle the cube and click it back into place correctly. (This is actually necessary if some clown has taken out one of the blocks and swapped it around such that the entire cube is unsolvable. A cruel trick.)
A legitimate challenge there is to set yourself the task of solving it without external knowledge. The one I would go with (if I was interested in playing with the cubes beyond being able to solve them all at will) is to learn to solve the cube blindfolded. You get to look at the cube once for a couple of seconds then you have to do the whole thing by touch (and no, there is no braille there to help you). As a bonus this is exactly the sort of task that grants general improvements in mental focus!
That’s the kind of thing I like to demonstrate once in principle and then propose a rule change. My usual example is that of playing 500 and the open misere call. I usually propose something of a limitation on frequency of misere calls (and allow any 10 call to beat it). If the other players don’t want the limitation I proceed to play open misere every time it is rational to do so (about 1⁄4 hands, depending on the score at the time). And ask them if they have changed their mind every time I win.
I like self-handicaps. At least in the form of giving yourself a genuinely challenging task and then trying to overcome it. My character selections (in RPGs when I have played them and in CRPGs) tend to be based on novelty or and emotional appeal. All the choices after that can be made intelligently.