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KarenCravens
Karen Cravens

Wed

Dec 21
2005

15:59



Wikify

Dealing with minmaxing

On Tue, 20 Dec 2005, Carl D Cravens wrote:

CDC>If the player understands his own motivations, then there just needs 
CDC>to be open communication among the players and GM.

If, yes.

CDC>This is one of the things the Forgeites have been big on, and one of 
CDC>the areas that I think they're doing something of real value.  They 
CDC>recognize that there are a million assumptions about how we're going 
CDC>to play, and that people don't talk about them enough.  Bankuei gives 

Yep.  That comes back to my own preferences:  horrendously detailed 
character generation (and before that, campaign description), then no 
rules after that.  Get all the assumptions out on the table and the rest 
of the game should flow.

CDC>And I think the bit of discussion Karen captured and brought over here 
CDC>is a portrait of that... the player takes the biggest combat skills he 
CDC>can get because he wants something from the game that involves this, 
CDC>but you can't be entirely sure what it is he wants.  The gamemaster, 
CDC>thinking this is somehow damaging to the game, is on the defensive and 
CDC>tries to figure out how to neutralize it, but doesn't outright forbid 
CDC>taking it.  The GM _punishes_ the player for making a choice that was 
CDC>legal in the rules and not forbidden by the GM.  And many GMs seem to 
CDC>be assuming that this is a _natural reaction_ to the player's choices.

Some of it's part of the adversarial relationship, some of which is normal 
and some of which is dysfunctional.  But yeah, it's back to the unwritten 
vs. written rules.

-- 
Karen J. Cravens  silver@phoenyx.net

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