Monthly Archives: August 2011

Dealing with Problem Players: The Munchkin

The Munchkin is a Power Gamer gone bad. All power gamers want to “win,” but in the case of the Munchkin, that desire goes out of control. They’re intensely competitive players in a non-competitive game. They want their characters to be the strongest, the smartest, the most competent, most capable … well, the most everything. That means they can see not only the GM, but also the other PCs as rivals in a game only the Power Gamer is playing.

What makes the Munchkin so hard to deal with is that he’s selfish. While Power Gamers, in general,  want to be the best, they usually view the other PCs as their support team and won’t (knowingly) try to antagonize the group. They can be clueless, but they’re not generally mean. They’ll usually back-off the intensity if the GM points out that they’re being disruptive.

Not so for the Munchkin. To him, everyone is a rival that must be overcome or done away with. That includes the other PCs and the GM. It’s impossible to approach the Munchkin as a co-creator: they seem to need to outshine everyone, including the GM. Indeed, the GM is the primary adversary, since she supplies all the opponents and challenges, but the other PCs come a close second.

In addition to min-maxing his character legitimately, the Munchkin isn’t above cheating to “stack the deck” in his favor. Three copies of his character sheet, each optimized for different situation? Can any one PC legitimately have all of those magic items? If you suspect a Munchkin in your group, ask the other players to keep an eye on his dice rolls. It’s a common Munchkin tactic to add or subtract a bit from a die roll, or to make up a reason they should be allowed to reroll the bad result (how many times can a die come down cocked on a flat surface, anyway?).

You’ll often hear the Munchkin cry “Not fair!” if something doesn’t got exactly their way. If they don’t come away with huge amounts of treasure from a PC cake-walk, well, the GM had it out for them. If you disallow their newest über prestige class with a ton of bonuses and laughable (if any) weaknesses, they’ll say the GM is out to keep them down. They are also extremely quick to accuse others of the misdeeds they, themselves, performed.

Unfortunately, the Munchkin has no remorse about his actions and, thus, no incentive to change. If you try to talk to him, you’re likely to get a “all fair in love and war”-type response. Or he’ll promise to change, but not actually do so. Or they just get sneakier about their cheating. In 30 years of gaming, I’ve yet to see a Munchkin “mend his ways.” In each of the (thankfully) rare cases, I’ve had to resort to booting the player from my games.

If you’re not yet ready to go that far, here are a couple of other things you can try:

  • Let the Munchkin play the villians. They usually view evil characters and more fun to play and good PCs as “whimps”. Don’t, however, allow them to return to playing a PC the same game they played the NPCs. Munchkins don’t care about in-character/out-of-character knowledge.
  • Make sure that there’s in-game retaliation for the actions Munchkins take. Let the ravished lord’s daughter be secretly training as an assassin. Make the teller of the bank he’s robbing be an undercover cop looking specifically for the Munchkin’s character. And when the PCs inevitably decide that the only left for them to do is to take care of the problem character “permanently”, think twice before stepping in on the Munchkin’s behalf. Let him face the consequences of his own behavior.

This is an excerpt from the GM’s Field Guide to Players, the up-coming book from rpgGM.com, due to be released this fall.

[Photo courtesy of d.billy via Flickr Creative Commons]

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How to Find Your Perfect Player, Part 3

Need husband for my daughter signHaving trouble finding good players? It can often be difficult to meet other gamers once you’re out of school, particularly if you don’t have the wherewithal to get to cons. This post is the third in a series on how to find the right players for your game. The first part covered figuring out what your game was like, so you could communicate that to prospective players; the second covered discovering what type of players you like and dislike. This last and final section will cover how to make a “Players Wanted” ad and where to post it.

Step Four: Create Marketing Materials

You know what your game will be like and you know what you want and don’t want in players. Now its time to market your game. “What?! Marketing? Isn’t that for businesses? I’m just running a game for fun!” True, but anytime you’re trying to convince someone else to try what you have to offer, you’re marketing. That holds whether you’re writing a blog, selling an eBook…or trying to get players for your game.

If you’re lucky, you already know a large number of gamers and you can spread information about your game word-of-mouth. Even in this case, it’s helpful to have an “ad” about your game. Now, it doesn’t need to be full-fledged written flier (though it can be—it’s often useful to have something in writing to hand to prospective players); it can simply be a short description of your game. To help with this, I suggest creating an “elevator pitch.”

An elevator pitch is a short description about why people should try your game. It’s called that because you should be able to say in the span of time of an elevator trip. Try to avoid making it sound like a sales pitch (even though that’s what it is). Go for simplicity and the facts. “I’m planning to run a character-focused Vampire game using 2nd edition rules. It’s going to be heavy on roleplaying and politics. It’s set in New Orleans and the PCs will all be young Camarilla Cainites who get caught up in the religious crusade of an ancient Sabbat Elder” is much better than “I’m running the best Vampire game ever. Dude, this game’s gonna rock,” which tells prospective nothing about whether or not they’ll enjoy the your game.

If you don’t know a lot of other players, you’ll have to create some kind of “Players Wanted” ad you can post in places where gamers hang out. This should be a short flier that you can post somewhere and should contain:

  • the title and edition of the system you plan to use
  • the game setting, such as where the city or country it takes place in and the relative time period or genre (medieval-style fantasy or an intersteller empire in the far future, for example)
  • any age restrictions (such as “over 18 only”)
  • your elevator pitch
  • a brief description of the type of player you feel is best suited to this game (using your favorite traits list). At the very least, you’ll want to mention how much combat and/or roleplaying players should expect. If your games tend to have very few dice rolls, you should probably point that out
  • your contact information and when you plan to begin the game, as well as when the game sessions will take place.

If you’ve got the time and inclination, you could create an actual brochure about your game. Many programs, such as MS Word and Open Office have brochure templates you can download free from the Internet. Or you could buy pre-designed brochures (which are blank except for an artistic design) that you can print out on your own printer.

Step Five: Post Your Ad

Now that you have your flier and/or brochures, you need to find somewhere to post them. Remember to ask permission before you post anything in a public place. Many places have a bulletin board where you can post information about things happening in the community. You’ll want to put these somewhere where gamers are likely to see them. No matter how attractive your flier, you’ll probably have a lot more success if you post them at the local coffee shop than you will at the local bank. Some good places to post information are:

  • your local game store
  • coffee shops
  • bookstores

You can also post them on-line there are several sites devoted to helping players and GMs connect with each other.

Some of these include

For a more in-depth look at how to find good players, check out Filling the Empty Chair by Johnn Four of Roleplaying Tips and Campaign Mastery.

This is an excerpt from the GM’s Field Guide to Players, the up-coming book from rpgGM.com, due to be released this fall.

[Photo courtesy of Mel B. via Flickr Creative Commons]

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How to Find Your Perfect Player, Part 2

This is the second part of a three-part article on finding players that are a good match for your game. Last week, I covered defining what your game is like. This week, I’m describing how to figure out the traits you (and don’t!) want in a player. The third part, which I’ll post next week, is about how to put it all together to create a “player’s wanted” ad.

Step Two: Favorite players

If you’ve GMed before, write down a list of your favorite players from previous games. Why were these players your favorites? What did they do (or not do) that made them so great? If you’ve never GMed before, think back over games you’ve played in. What players did you enjoy playing with? What was it about them that you liked so much? Do this for at least three previous games; you’ll want enough players to begin to see trends in what you like. Of course, if you’re new to the hobby, you may not have three previous games to draw from. In that case, just use as many as you’ve had. Even a single game will give you some useful information.

Write down each of your favorite player’s (or character’s) name—you just need something that will jog your memory. Next to their name, write at least one trait you particularly liked about them or the way they played. Maybe they were always respectful or maybe they always stayed in character. Or they learned the combat rules quickly and were willing to help others learn them. It could even be something as simple as they always brought great snacks or as complex as they found creative uses for spells. Notice if a particular trait appears in your list more than once. That means it’s most important to you.

Now rank your list of traits (just the traits; we’re done with the players’ names) in order of importance to you. Is “always stays in character” more important than “always on time”? Then place it closer to the top of the list. Now take a look at your top five traits. Those are the ones we’ll use when it comes time to write the player ad.

Step Three: Least Favorite Players

Now repeat step two, only this time, use your least favorite players. Who really got on your nerves with their constant droning of “In my game, I do…”? Who really set your teeth on edge every time they brought a combat to halt to bicker about an obscure rule that affects no one else in the game? Again, make a list of players and at least one trait per name that just wanted to send you screaming in the streets? Rank these traits by how much you hated them. You now have a “things to avoid” list. This won’t go in your player ad, but will be very useful when it comes to interviewing potential players.

This is an excerpt from the GM’s Field Guide to Players, the up-coming book from rpgGM.com, due to be released this fall.

[Photo courtesy of Rodrigo Moraes via Flickr Creative Commons]

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How to Find Your Perfect Player

In the beginning of this great hobby, you couldn’t be choosy about players–not if you wanted to play at all. Fellow gamers were few and far between and you took whomever was willing to sit down at your table and was willing to give this “roleplaying thing” a try. In some places in world, that’s still true today.

For most of us, however, things have changed for the better. Not only are there a wider variety of games available, there are also a far greater number of gamers. This means that, as GMs, we’re better able to select players who match our play style and, therefore, are more likely to enjoy our games. The question these days is often “How do I find the right players for my game?”

Step One: Define  your game

What are the qualities of your game? Is it story-focused and tightly scripted, like a movie, or is it a character-focused sandbox game? Do you favor mechanics over story? How much combat are your players likely to see? These are all questions that can help you match players to your game.

If, for example, you know that players in your games usually spend most of the time investigating and talking to NPCs, bringing in a player who lives for combat could be a recipe for disaster. Either you’ll have to change your play style to accommodate more fighting, or you run the risk of having a bored player who, since he can’t find a fight, is likely to go off and start one on his own. Now, if you want to bring more combat in your game, this could be a great way to do, since you’d have the Combat Monger’s experience to draw from.

In any case, because you know your what your own game will be like, you can convey that information to your prospective players and see if they like the kind of game you’re offering before they officially join.

This is turning into a much longer post than I expected, so I’m going to break it up into several parts. Next time, I’ll cover steps two and three–figuring out what traits you do and don’t want to have in your game. This is an excerpt from the GM’s Field Guide to Players, the up-coming book from rpgGM.com, due to be released this fall.

[Photo courtesy of Mel B. via Flickr Creative Commons]

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