CronoDAS comments on Epistle to the New York Less Wrongians - Less Wrong

90 Post author: Eliezer_Yudkowsky 20 April 2011 09:13PM

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Comment author: wedrifid 23 April 2011 08:22:14AM 10 points [-]

Isn't 'munchkin' sort of taken too? The impression I got from a little googling is that the word as used by RPG players is a derogatory term.

The core of the insult is in the framing of the behavior as a negative (and an assertion of higher status of the speaker). The actual descriptive element of the behavior is a pretty close match to what we are talking about. This is perhaps enough of a reason to discard the word and create a synonym that doesn't have the negative association.

The problem with the MIN-MAXing munchkin - or rather the thing that causes munchkin-callers to insult them is that they think Role Playing Games are about actually taking on the role and doing what the character should do. The whole @#%@# world is at stake so you learn what you need to about the physics and the current challenges. You work out the best way to eliminate the threat and if possible ensure a literal 'happily ever after' scenario. Then you gain the power necessary to ensure that your chance of success is maximised.

But the role of the character is not what (the name-caller implies) the point of the game is about. It is about out what the game master expects, working out your own status within the group and achieving a level of success that matches your station (and no higher). The incentive to the speaker is to secure their higher position in the hierarchy and maintain their own behavior as the accepted model of sophistication. Object level actions are to be deprecated in favor of the universal game of social politics.

Many of the same behaviours and judgments apply to life as well. Optimising for whatever your own preferences are as an alternative to doing what you think you are supposed to do. Optimising your behavior for status gain only if and when status gain is what you want or need.

I don't play roleplaying games myself. I much prefer cards, board games or games that are physical. Both the social aspect and the games themselves are for more fun and the roleplaying just slow, with the 'role' of an individual borderline insulting. If I want to socialise I'll socialise. If I want to hear someone else's story I'll read a book. If I want to play a roleplaying game I'll download one on the computer. If I want to guess the boss's password I'll get a job - and I damn well be being payed well for it.

I may be a little biased. The last time I did, in fact, play a group RPG one of my companions thought it was ok to steal something of mine. I gave her fair warning and plenty of chances to comply but I ended up having to fight both her and her and the two allies she recruited (while the other two in the group stayed out of it.) Once I defeated them I took my pick of their stuff by way of appropriate reprisal. It's exactly what the character I was roleplaying would have done and I wouldn't roleplay a pushover but at the same time the overall social experience isn't especially rewarding. I haven't once had to beat the crap through three of my friends in the real world, which suits me just fine! :)

Comment author: CronoDAS 23 April 2011 10:08:15AM 4 points [-]

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.

Comment author: wedrifid 23 April 2011 03:20:49PM *  5 points [-]

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.