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Topic: Mini-maxing
Started by: Jack Spencer Jr
Started on: 7/19/2003
Board: RPG Theory


On 7/19/2003 at 9:06pm, Jack Spencer Jr wrote:
Mini-maxing

For those following the threads in Actual Play (1) (2), suffice to say that Brian is out of that group, and I personally think it's for the better. One thing that bothers me is a reason often sited is Min-maxing. I'm pretty sure mini-maxing had been discussed at one point of another, although I haven't done a search yet, but I was curious on what the current membership's thoughts were on the topic of mini-maxing. Thread splits when and if necessary.

Looking at the situation here, although once addressed I would rather pull the camera back a bit and address a wider aplication instead of just this group and this game, first of all, shouting mini-maxing seems more to mje to be an excuse for why they kicked Brian out vs. a ganuine concern. That is, perhaps it was a concern, but they would be forgiving of someone else doing the same, but since it was the guy they had other problems with, it was a thorn in their sides.

The problem I have is that the mini-maxing is very much a part of this game. Building your character will give it the necessary advantages to survive a physical conflict aka combat situation. Part of it seems to be a form of protagonism, but it's a weird version of it as in "My guy uses the bow" or "My guy uses daggers" and so on.

I don't know. I really don't know the rules all that well, since it is a home brewed, but to a certain extent it's like the ref penalizing a football team because they keeping doing 2-point conversions or a baskeball player for shooting 3-point shots.

If it's not supposed to be part of the game, why is it there?

I suspect I'll get all kinds of answers to this.

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On 7/19/2003 at 10:11pm, Ben Lehman wrote:
Re: Mini-maxing

Jack Spencer Jr wrote:
I don't know. I really don't know the rules all that well, since it is a home brewed, but to a certain extent it's like the ref penalizing a football team because they keeping doing 2-point conversions or a baskeball player for shooting 3-point shots.

If it's not supposed to be part of the game, why is it there?


BL> Yup.
Minimaxing is the way that players gain power in RPGs. Ignore it at your peril.

The really important thing is that there are multiple ways to minimax. For instance, a favorite is often to make a character that plays directly into the themes that the GM wants to have in his game. I do this one a lot. (Oh, so you want this game to be about struggle with evil... I'll be a Paladin please...)

I think that a complete list of minimax categories is, rather like a complete list of exploration candidates, impossible, but I can think of the following:

Raw System minimax -- "If I'm racially an Ogre, and I take the Hyperstrong Characteristic, and I quintuple specialize in Chauvasauris, then I can do over 500 damage per hit, with two attacks / round."

Setting Minimax -- "I'm going to be a Horselord, because they rule over most of the world. That way, I'll be able to claim authority in civil disputes -- no more struggles with the town guards!"

Thematic Minimax -- "Oh, you want to have a game about solving crimes in a grim cityscape? I'll play an obsessed bounty hunter whose parents were killed in an unsolved ritual murder."

Premise Minimax -- "This game addresses themes of power and loss? I'll be a young prince who has recently inherited the throne after his father's murder."

Out of Game Social Minimax (this happens a lot in LARPs) -- "Maybe I'm dating the GM, but I'm sure that won't get in the way of the game..."


The degree to which these disrupt play entirely depends on how much you expect them, and how much everyone does them.

yrs--
--Ben

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On 7/19/2003 at 10:31pm, Andrew Martin wrote:
RE: Re: Mini-maxing

Jack Spencer Jr wrote: If it's not supposed to be part of the game, why is it there?


Tradition.
And the designer didn't know better.

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On 7/19/2003 at 10:56pm, C. Edwards wrote:
RE: Mini-maxing

Hey Jack,

I don't see anything inherently wrong with min/maxing. The trouble starts when the system rewards you for one kind of min/maxing but the participants expect player behavior to ignore that fact in favor of some other focus during character creation.

Let's take D&D 3E, it rewards min/maxing for effectiveness in combat and survival in general because that's what the reward system is based around. So, when you have a player min/maxing to give his character as much effectiveness as he can squeeze in (nothing wrong with this, IMO) and the rest of the group wants the game to be about something other than killing baddies and taking their stuff they suddenly get miffed at the guy making use of the tools given him for the purpose of maximizing his rewards.

Personally, I think every game should include a chapter on how to build a character that will be most effective given the mechanics of the game. That chapter would go a long way I think to getting all the participants on the same page as to "what this game is about".

-Chris

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On 7/19/2003 at 10:57pm, Jack Spencer Jr wrote:
RE: Mini-maxing

Interesting post, Ben. I suggest that any one of these forms of mini-maxing is functional so long as everyone is doing the same form of mini-maxing. It's when everybody is doing, say, thematic mini-maxing and one player is raw system mini-maxing, then there's a problem.

I will further that these may be also on dials and if everyone has setting set to 5 and one has it turned up to 10, then dysfunction is also possible.

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On 7/19/2003 at 11:57pm, pete_darby wrote:
RE: Mini-maxing

MinMaxing is the ultimate object lesson in System Does Matter... If, as in GURPS, high levels of Dx & Iq are more cost effective than St & Ht, then PC's will tend to be clever, nimble weaklings. If, again in GURPS, spells are controlled by Iq and powered by St, magicians tend to be genius brutes, against all genre convention.

If the game has been well designed, the minmaxer is the designers friend, because they are creating characters which the game is designed to reward the creation of.

If the game is badly designed, the minmaxer is all of your nightmares come true at once. Witness GURPS spellcasters... when your average mage is stronger than your average fighter, who in return is more dextrous than the mage, something's screwed. Usually the atmosphere.

Over on RPGnet, Hyphz has complained that Nobilis is set up so the person best at role-play has a tactical advantage... me, I see that as a feature. It's coolness creep, to steal another phrase, but it's also minmaxing.

edit: Which is all to say that system and thematic minmaxing should be the same thing, and an ideal system will ensure that.

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On 7/20/2003 at 12:02am, Andrew Martin wrote:
RE: Mini-maxing

pete_darby wrote: edit: Which is all to say that system and thematic minmaxing should be the same thing, and an ideal system will ensure that.


Which is why it's a really good idea to get a min-maxer to play one's game system and to see if the min-maxed character fits the game. If it does, the game system is working.

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On 7/20/2003 at 12:05am, John Kim wrote:
RE: Re: Mini-maxing

Jack Spencer Jr wrote: The problem I have is that the mini-maxing is very much a part of this game. Building your character will give it the necessary advantages to survive a physical conflict aka combat situation. Part of it seems to be a form of protagonism, but it's a weird version of it as in "My guy uses the bow" or "My guy uses daggers" and so on.
...
If it's not supposed to be part of the game, why is it there?

Well, I am somewhat in agreement -- but I can explain a rationale. Basically, putting in guards against loopholes and edge conditions can turn a relatively straightforward set of rules into a morass of legal-like jargon. The common problem is edge conditions. i.e. You make a PC who puts all of his points into sword skill, say. Or a PC who puts all of his points into followers. If the system works fine for more normal characters, is it worth it to add majorly to the complexity just to deal with these outlying possibilities? Personally, I was disappointed in Hero System 5th edition compared to 4th, because I felt it was trying to rule on all those edge conditions, and more than doubled the size of the rulebook.

On the other hand, things like buying on the breakpoints and other small cost-saving measures should be assumed -- and hopefully shouldn't make too much of a difference. Indeed, the system should instruct players on how to create efficient characters this way.

Regarding Ben's categories: I've tended to divide power-gamers into "rules lawyers" and "whiners". This is based on my observation that they tend to specialize. i.e. There are some players who will go in for both thematic and social mini-maxing, but they are a largely exclusive set from the rules & numbers mini-maxers. Other people's experience may, of course, differ.

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On 7/20/2003 at 12:09am, Ben Lehman wrote:
RE: Mini-maxing

Jack Spencer Jr wrote: Interesting post, Ben. I suggest that any one of these forms of mini-maxing is functional so long as everyone is doing the same form of mini-maxing. It's when everybody is doing, say, thematic mini-maxing and one player is raw system mini-maxing, then there's a problem.


BL> I think that even that is not required.
e.g. In one of the groups I play in, there are three people who are FAR better system minimaxers than I could ever hope to be, and I'm pretty good out at. They are absolute experts are wringing every last drop of system effectiveness out of a character -- For example, they plan every D&D3E character through all 20 levels (even the skills points and such). They can tell you how to get DC35 saving throws on your spells and how to have over 600 HP by 20th.
They are also good role-players, and a blast to play with.
I, on the other hand, have a knack for coming up with characters that GMs like. I get handed all sorts of strange plot, weird events, and the like (this is also my ability to roll with whatever the GM wants.) Again, everyone is sort of aware of this (Ben is playing destiny boy, again!?) and it works out in the wash.
Another player is not a good plot-whore or system minimaxer, but is married to the GM...

The main point is that, in the end, we all have about the same character effectiveness. Which is really what bothers people about minimaxers, I think -- the effectiveness disparity.

I think that minimaxing is ineveitable, but the well-designed system makes it such that the best possible minimax is doing what the game wants. Riddle of Steel is a great example of this (the best ways to minimax are to be thematically appropriate to the situation and have some combat savvy.)

yrs--
--Ben

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On 7/20/2003 at 12:12am, Marco wrote:
RE: Mini-maxing

I think all--well, no, a lot of it, though--is about social dynamics and communication.

In an example in a group run by a GM I respect player A was running a dude with a great amount of power (what one might call a min-maxxed munchkin character) in a fairly aggressive manner (i.e. imposing the character's powers on the game world in a fashion that was often at odds with the written rules ... and sometimes acting to interfere with other PC's actions).

Player B was unhappy about it. He felt the guy was, amongst other things 'interfering in the story,' and was running a power-house that would destabalize things that he'd enjoy (villains being able to escape).

The GM really liked player B's contribution to the gaming--his interest in character development, his reactions to NPC's, and his appreciation of the GM's style and creation of situation.

The GM put a stop to interfering with other player's actions ("if it's causing trouble at the table, lay off!") and told player B "figure out what you'd have to do to be okay with Player A. If that means playing apart or something, let me know and I'll see what I can do to help accomodate."

The situation has never been a problem again. The group is adhering as closely to the rules as they are able to interpert them.

Despite the presence of a min-maxer (my take, I've never heard the player speak for himself), a close following of the rules, and players who are, for the most part (IMO) not very gamist, there's no penalization--and no problems.

That doesn't make me think the game (which is very min-max-able) is the cause of player B's problems or Player A's mode of play (when it comes to interfering with other players). Those are their own.

Maybe the problem isn't game designers who don't know any better.

-Marco

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On 7/20/2003 at 2:46am, C. Edwards wrote:
RE: Mini-maxing

Hey Marco,

I agree. It sounds like the problem in that instance was that Player A was trying to bend the rules to his advantage. I think that falls outside the realm of min/maxing, which is using the rules to maximum effect. I'm sure interfering with the other character's actions was more than a minor point of friction also.

-Chris

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On 7/20/2003 at 4:07am, Marco wrote:
RE: Mini-maxing

C. Edwards wrote: Hey Marco,

I agree. It sounds like the problem in that instance was that Player A was trying to bend the rules to his advantage. I think that falls outside the realm of min/maxing, which is using the rules to maximum effect. I'm sure interfering with the other character's actions was more than a minor point of friction also.

-Chris


Hi Chris,
Perhaps--but consider this--any time someone interfers with me in a way I don't like that's a people problem. Secondly, the GM (a 'story oriented' one for lack of a better term) found no problem with the game rules as they were interperted to read: the game, despite being a min-max-able system was, in fact, all the GM needed to keep things enjoyable for everyone (or if it wasn't then they needed to go their own way--the complex plot elements weren't being "ruined" in any way, outcomes were judged satisfying by all involved save for the inter-personal stuff, etc.).

The attempt to "bend" the rules was simply a statment of intent--which was then resolved by the rules--not an attempt to miss-represent them. Player A did concede on several occassions that the GM's read was reasonable and play continued in a functional manner.

I should note that I consider these guys dead-on-baseline role-players. They're not theory heads or drama kings or anything like that. The player in question was *certainly* using the rules to maximum effect. The fact that GM's interpertation (Refree's call) was based on the reading of them was what allowed play to "work."

-Marco

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On 7/20/2003 at 4:09pm, C. Edwards wrote:
RE: Mini-maxing

Hey Marco,

So, if I understand correctly, you're saying that in the instance of play you described that the disfunction had nothing to do with Player A's min/maxing. It was all due to personality conflict issues and that using a different system, one that rewarded more 'story' oriented min/maxing, wouldn't have solved those issues.

I think that while changing systems wouldn't solve the issue fully all by itself that it would at least remove one bone of contention and make the GM's job a good deal easier. Particularly since the participants seem to be looking for more 'story' oriented play than the actual mechanics of the game they're using is built to facilitate.

But I don't know these guys and I'm not a game genie, so who knows. :)

-Chris

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On 7/20/2003 at 4:45pm, Marco wrote:
RE: Mini-maxing

C. Edwards wrote: Hey Marco,

So, if I understand correctly, you're saying that in the instance of play you described that the disfunction had nothing to do with Player A's min/maxing. It was all due to personality conflict issues and that using a different system, one that rewarded more 'story' oriented min/maxing, wouldn't have solved those issues.

I think that while changing systems wouldn't solve the issue fully all by itself that it would at least remove one bone of contention and make the GM's job a good deal easier. Particularly since the participants seem to be looking for more 'story' oriented play than the actual mechanics of the game they're using is built to facilitate.

But I don't know these guys and I'm not a game genie, so who knows. :)

-Chris


I'm not the game genie either so I dunno for sure :)

Changing the system could always help--sure. Will it *predictably* help? I'm not convinced (see the guy who fears death in a deathless system).

The issue's relevance was this: everyone at the table wanted to play Mutants and Masterminds. For most people at the table the *min-maxing* itself wasn't the problem--it was for this one dude (and my sympathies tend to lie with that dude, honestly). That doesn't indicate to me that the designers didn't know what they were doing--or were just making a game by the numbers and didn't think about what they were putting in. They probably had a pretty good idea of what they wanted and the exercise of using the game rules seems to bear that out.

The GM, who under their social contract, is the mediator for such discussions, made it clear that although he was running a game that greatly appealed to the "story" guy, the min-maxer was *not* a problem. The rules would be interperted fairly, as written--the guy was playing within the rules--and the "story" would still be good.

Note: the "story" guy's issue actually revolved, I *think*--and I was not there, so this is an interpertation--around a wish that the GM would run a more strongly illusionist game to "neturalize" the min-maxer. The GM said, flatly, that was the wrong way to look at it. No one gets neutralized, the situations are still nice and complex and juicy. The min-maxer brings a bit more power to bear than most of the other PC's, yes,--but that wasn't a stated group concern.

In other words: it wasn't a system issue. It wasn't a "story" issue. It was a perception issue. There was no penalizing of the min-maxer for his character *design* despite the fact that this was a text-book case of a min-maxer conflict.

My suspicion is that a system that took those issues off the table would either:
a) simply change the signature of the conflict --or--
b) not meet the groups requirements for play.

Most notably: everyone was very enthauistiac about the system (the GM's a little cool on it but finds the gaming very good) and saw the player conflict as what needed to be fixed rather than the rules.

I agree with them.

-Marco

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On 7/20/2003 at 8:25pm, Comte wrote:
RE: Mini-maxing

I would like to put forth that the desighners for the game knew all about the min maxing and it is something that is built into the system. I am taking this from a 3ed D20 slant. In responce to the new eddition monte cook stated:

During the design of 3.0, one of the things that we realized was a huge strength of D&D is a concept we called "mastery." Mastery, in this context, is the idea that an avid fan of the game is going to really delve into the rules to understand how they work. We actually designed 3.0 with mastery in mind

http://www.montecook.com/review.html

So lets look at this for a moment. The game was made so that the players would learn everything there is to learn about the game, including charecter generation. So...it would make sense that the game was desighned so that you would take your knowlage and build a charecter who would use it most effeciently. Can that quote be interpreted in other ways? Sure but that way also works.

Another thing I would like to draw your collective atensions to is this:

http://www.indie-rpgs.com/viewtopic.php?t=7188

The cool and clever thread. The cool and clever thread asks the question, why are there rules when the only thing that matters is making the players feel cool and clever. Well, min maxing offers the antithesis of that question. What if it is the rules that allow the players to feel cool and clever?

Okay so I think I have established that min maxing isn't some sort of fluke based on poor game desighn. I also think I gave a fairly good reason as to why it is part of the game desighn. Now we need to figgure out where it goes wrong. FOr that we use examples:

Example 1: The entire play group min maxes, they stomp through encounters that would ordinarly bother lesser charecters of the same level. They glide through encounters that are slightly above thier level, and trouble only starts to happen when you really start to pile it on.

Example 2: no one min maxes. Everyone's charecter is slightly underpowered but they are full of rich background ideas and good intensions. They have extream difficulty handling encounters at thier charecter level and would probley just die if you gave them anything more difficult.

Example 3: You have one player who min maxes, and three players who just don't. So we have one player who is only chalanged by encounters thayt are usualy reserved for charecters who are a couple of levels higher, and a buntch of players who can bearly handle encounters that happen at their level. Here is where the potential for disfunction is at its greatest. The issues that can come up here is the danger of the other players feeling left out or unessiary. The capacity of feeling cool and talantented for the other players is greatly diminished when one player is nothing more than a close combat god. If you switched the game's foucus away from combat then that one player might start to feel useless.

I don't see min maxing itself as a bad thing, and I also see it as a valuable desighn tool. However, when only a couple of players out of the group min max then trouble starts to occure. It is a VERY rare situation where I have a mix of min maxed charecters and problems don't happen.

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On 7/20/2003 at 11:04pm, jdagna wrote:
RE: Mini-maxing

It's my general opinion that min-maxing in a well-designed system is a natural and healthy thing to do. In a poorly-designed system, you can run into a lot of problems. Some are just plain design errors, others stem from incoherence. In a homebrew, I'm betting that part of the problem lies in poor design.

Problems with min/maxing in good systems seem to fall into two categories:
1) G/S conflicts
This is a case where Simulationist goals get subverted by Gamist elements in character design. The conflict goal may have Drifted into a coherent design or be present in a hybrid Sim/Gam system. I probably don't need to say any more, since others have done this justice. The Gamist players drive the story through sheer force while the Sim folks scream about "roll-playing". Generally, I suggest that people find a game with either a more coherent character creation mechanic though it can sometimes be solved at the social contract level. This seems to be the biggest problem with min/maxing in D&D. At this point, it's essentially a Gamist design, but many continue to strive for Sim play out of it.
2) Player/GM conflicts
If one player wants to blow stuff up while everyone else wants a cloack and dagger spy mystery, the group already has problems. However, it'll sometimes show up when the first player builds a combat monster who can blow up anything and is worthless at anything else. In GURPS, he'll usually take "disadvantages" that require his character to fight at the drop of a hat and reinvest the points in combat abilities. Either way, the GM is now forced to either add some more combat in, or ignore the odd player and design for the majority... in which case the combat monster stomps all over every clandestine meeting with his +2 minigun of ignorance. Either way, he's forced the group to cater to his tastes with a character that needs and creates combat situations. People often blame this problem on min/maxing or on the system, when the reality is a conflict of interests at the social level.

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On 7/21/2003 at 4:07am, M. J. Young wrote:
RE: Re: Mini-maxing

Jack Spencer Jr wrote: If it's not supposed to be part of the game, why is it there?

I had been thinking I had at least part of the answer when I saw that
Comte wrote: What if it is the rules that allow the players to feel cool and clever?

E. R. Jones had a variant in his character creation system in D&D. He had people roll 3d6, and then reroll any die that rolled a one or a two. I quickly observed that it would be more efficient and achieve statistically identical results to roll 3d4+6--the curve is identical. He actually became angry that I would suggest this as an alternative to his method. He didn't care whether the results were identical. What mattered was that letting the players pick up those dice and throw them again until they got at least 3 on each gave the players the feeling that they could get a better character out of the system.

I think that systems are designed to permit min/maxing specifically so that players feel like they have more control over what kind of character they produce--they are not as much at the mercy of the system during character generation. If they want to make the combat brute for survival's sake, or the superintelligent character for its special abilities, they can.

Perhaps the telling feature of min/maxing, though, is the degree to which specialists are better than generalists. This may be a very important aspect in system design which is frequently overlooked. We know that the superintelligent magic-user is better than the average magic-user, and the musclebound fighter better than the average fighter, at that at which they are specialized. Class systems tend to encourage specialization, because they limit the degree to which you can benefit from generalizing. That is, in earlier editions of D&D, if you want to be both magic-user and fighter, you either have to go for one of the hybridized classes (Paladin, Ranger, Wu Jen) or you have to be a multi-classed non-human. That means there is very little advantage for a fighter to be smart, and if you can trade away smart, wise, and charismatic for strong, tough, and dextrous, you're in better shape.

The way to break min/maxing in design is to create a system in which the benefits of being a generalist are at least equal to those of being a specialist.

You still will get some min/maxing if the game has a party play emphasis. Statistically, it's probably better to have five guys with a weak chance to pick a lock than one guy with a strong chance to do so, but it will always feel to the players like they're better off with one great thief, one great fighter, and so on, rather than five guys who are average at everything. On the other hand, if you can gear the game such that player characters have the impression that each character is going to have to be independent of the others, and survive and prosper based solely on his own abilities, you again push the advantages toward the generalist.

Maybe that helps?

--M. J. Young

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On 7/21/2003 at 3:10pm, Piers Brown wrote:
RE: Mini-maxing

Maybe it is useful to distinguish between the effects of Minmaxing on the relation with a) other players, and b) the GM.

In the first case, the major problem seems to be the potential deprotagonization of the other players. They feel less 'cool and clever' that the minmaxed character.

In the second case, but also maybe as a whole, minmaxing causes a breakdown in consensus as to what is _possible_ in game. That's to say, minmaxing causes disagreements about what the players can and should be doing. The Vincent Baker suggest (with the 'lumpley principle') that the rules are simply a means of achieving consensus about the game world, but in the case of the minmaxer the gameworld he or she sees described is very different from that seen by the rest of the group. This can be as much use of the system as minmaxing in character generation.

Personally, I find that often there is a large disparity between what many systems imply about the gameworld and what the GM and Players think they imply. It often takes someone who has paid a great deal of attention to the rules to rub their faces in the fact.

The fact that both of these influences are often in action simultaneously complicates things. In trying to understand what is going on, pulling them apart can be very useful.

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On 7/21/2003 at 3:28pm, Jack Aidley wrote:
RE: Mini-maxing

To my mind it is entirely credible for a system to say: here's the rules, we know they can be min-maxed to make stupid characters, we designed it that way because we don't think it's up to us to place arbitary limits on what you can create, or play silly arms races with the power games. No. Instead we leave it up to the intelligence of the players and the GM to create characters that make sense.

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On 7/21/2003 at 5:26pm, Jack Spencer Jr wrote:
RE: Mini-maxing

I think we're devolving a bit into finger pointing a bit. It's the stupid designers for not knowing what the heck they're doing in designing a game. It's the stupid players who make characters that don't make sense.

I'm not the sort who thinks that no one is to blame, can't we all be brother, yaddah, yaddah. I'm thinking everybody is to blame, at least when it doesn't work.

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On 7/21/2003 at 11:50pm, John Kim wrote:
RE: Mini-maxing

Mr Jack wrote: To my mind it is entirely credible for a system to say: here's the rules, we know they can be min-maxed to make stupid characters, we designed it that way because we don't think it's up to us to place arbitary limits on what you can create, or play silly arms races with the power games. No. Instead we leave it up to the intelligence of the players and the GM to create characters that make sense.

OK, this corresponds to some degree to what I said -- namely that making the rules abuse-proof is more trouble than its worth. However, this implies that mini-maxed characters are stupid and don't make sense. I completely disagree with this. Mini-maxed characters are more powerful than naively-generated characters, but I think that's about all you can generalize about them. Most of my PCs have been pretty heavily mini-maxed, but they also have had interesting personalities.

The problems that I have seen with mini-maxing have usually been with new or non-rules-saavy players. I have tended to solve this by helping those players mini-max their characters. If their concept isn't mini-max-able, then I'll request or make rules changes to make it so. On the other hand, people have different feelings on this.

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On 7/22/2003 at 1:27am, Ben Lehman wrote:
RE: Mini-maxing

Mr Jack wrote: To my mind it is entirely credible for a system to say: here's the rules, we know they can be min-maxed to make stupid characters, we designed it that way because we don't think it's up to us to place arbitary limits on what you can create, or play silly arms races with the power games. No. Instead we leave it up to the intelligence of the players and the GM to create characters that make sense.


BL> I apologize for my tone here. Please don't think that I'm angry with you -- rather, this is an idea I often hear repeated and it is very frustrating.

I think that this method, blaming the players for using perfectly reasonable methods of increasing their credibility, is fatally flawed and results in criminalizing both those who listen to it and those that ignore it: Those that heed this message with most game systems will build characters who, quite frankly, do not function; whereas those that ignore it and minimax are villified for doing so. This is a horrible Catch-22, and I think the common presence of such statements in RPG books amounts to an Impossible Thing Before Breakfast.

The only possible way for this sort of statement to make sense is in a very heavy simulationist mode, in which we're saying "these are 'real people' and thus should be made however the 'are,' rather than however they are most effective." However, this discounts basic human behaviour in-game. If we are, in fact, in a very heavy simulationist mode, the rules of the game are the rules of reality, and characters should be expected to be reasonably intellegent and not make dumb personal choices.

I think that that was a little unclear, so I give an example:

(this is stolen from somewhere on RPG.net, but I honestly cannot remember where.)

Imagine a system where it is cheaper to buy skill with related "weapon types." For instance, skill with a Battle Axe makes skill with Hand and Throwing Axes cheaper. Now, imagine a warrior character under this system. The clear minimax choice is to use all the same type of weapon (sword, dagger, throwing knife) rather than a mix (axe, mace, dagger, sling). Some people might say that such a character is blatantly minimaxed, and that character is. But, from an in-world perspective (remember, heavy sim here), any seasoned warrior would notice that his comrades that use similar weapons are much more likely to survive than those that use a variety. People would pick up on this rather quickly (warriors are good at that sort of intuitive jump) and, pretty soon, everyone would use all straight blades, or all axes, or the like.

In short, that stance essentially says "players, and their characters, must behave like morons, otherwise they are ROLLplaying and not ROLEplaying."

This is lame.

yrs--
--Ben

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On 7/22/2003 at 3:40am, Marco wrote:
RE: Mini-maxing

I think there's at least some confusion on my part as to what min-maxing means.

If it means a warrior specializes in one (or maybe 2) weapon skills--I don't think that's what people are talking about.

If it means exploting breakpoints religiously, well, maybe that's getting closer (what's the extra point for an INT of 14 *really* worth in Hero?).

If it means building characters designed to exploit the rules in such a way as to create logical contradictions (the GURPS character who sold DX to buy a higher weapon skill) then I think we're dead on.

Min-Maxing is not only a reasonable one in zero-sum games like the Stock Market or Black Jack it's the only one anyone'd expect you to use. No one takes a hit on a 19 to give the dealer a sporting chance.

But what does it really mean in RPG's--what's the gradient.

I think Ben's example is perfectly logical. I think some character concepts I've seen (champions characters who sold BOD to buy up defenses with 1 of the ponts and STN with the other pt) are in the more extreme category.

And while I'm not 100% convinced that a game system shouldn't at least consider edge conditions, I definitely fall in the camp of the GM and Players having a say as to who they game with--which really takes care of all the nonsense right there.

-Marco

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On 7/22/2003 at 4:34am, jdagna wrote:
RE: Mini-maxing

Marco, min/maxing is simply the technique of maximizing character effectiveness using the available (limited) resources. It gets its name because most systems reward characters who specialize in certain aspects while lowering their abilities in other aspects (the dumb fighter, the weak wizard, etc) - raising one ability to its maximum by reducing another to its minimum.

Thus, all of your examples are min/maxing at work.

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On 7/22/2003 at 4:52am, Ben Lehman wrote:
RE: Mini-maxing

Marco wrote: I think there's at least some confusion on my part as to what min-maxing means.

If it means a warrior specializes in one (or maybe 2) weapon skills--I don't think that's what people are talking about.

If it means exploting breakpoints religiously, well, maybe that's getting closer (what's the extra point for an INT of 14 *really* worth in Hero?).

If it means building characters designed to exploit the rules in such a way as to create logical contradictions (the GURPS character who sold DX to buy a higher weapon skill) then I think we're dead on.


BL> All of the above are minimaxing.
As for the last, I don't see how that is any different. GURPS, apparently (I don't play it much myself) is a system in which the most effective warrios is highly trained and clumsy. Thus, GURPS models worlds in which the most effective warriors are highly trained and clumsy.

If this is not a feature that you want in your worlds, change your system. But it is important to point out that this is the system's fault, not anyone at the table.


And while I'm not 100% convinced that a game system shouldn't at least consider edge conditions


BL> I think here we have the real root of all the ranting about minimaxing -- it is a cover for poorly designed games. Blame it on the players -- not the designer who made a system which makes no sense and is mathematically nonfunctional.

yrs--
--Ben

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On 7/22/2003 at 5:49am, Jack Spencer Jr wrote:
RE: Mini-maxing

After thought, I have decided I don't agree with Mr Jack.

Instead we leave it up to the intelligence of the players and the GM to create characters that make sense.

What "makes sense?" If it's in the rules, then fine. If not, then I tend to side with Ben, it's a fault in the rules.

I would temper Ben's blame a bit, perhaps focusing again on the purpose of the Forge. Since we all hope to design games, some for commercial release, we need to be mindful of the asumptions we are making about our audience, and also learn to listen when we get it back or else we'll just make Greedo shoot first.

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On 7/22/2003 at 8:30am, Jack Aidley wrote:
RE: Mini-maxing

Hmm, I think I should clarify my position a bit. You probably still won't agree with it, but hey. To my mind things suchs as the GURPs Dx problem are broken, the system rewards the wrong strategies. That IS a problem. Similarly I consider currency and breakpoint issues to be a problem.

However, suppose I have a skill-based system (I tend not to use stat+skill, just having skills) and I give the players 40 pts to spend on skills. I expect the players to create characters that are well rounded and make sense regarding their backgrounds. I certainly don't expect to see a character with: Sword 30, Health 10. But at the same time I'm not going to create a complex set of rules saying exactly what is and isn't allowed. I firmly believe creating characters should be an intelligent debate between the player and the GM, not just on stats/classes/whatever but also on background and personality.

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On 7/22/2003 at 9:22am, Fletcher wrote:
RE: Mini-maxing

I will respectfully attempt to give some of my thoughts on min/maxing with the help of this community.

A few examples, definitions, anecdotes of min/maxing have just been given above which have illuminated to myself that this one of those nebulous things that all of us are intimate with while role-playing until actually pressed to give a textual definition. One might even say that all these explanations are at once both correct and incorrect. Indeed, I cannot be more succinct than the next person so I can only offer to dialog in the realm of what my favorite philosophical term calls “intellectual honesty”—if you can see that I am making a point within your own thought process then go with it; otherwise I am sorry.

I dare say this “min/maxing” business goes part and parcel with this gamist approach to role-playing. And if this is so then min/maxing can only be bad when there is general incoherence in the group or when the system fails somewhere in its design for gamism.

Now, I’m afraid that the above paragraph is all I can say about the GNS matter. I must spend a lot more time on Ron Edwards’ essays and the GNS specific forums to better wrap my grey matter around the whole point because with all of my lurking I cannot have but the most basic intuitive grasp of the matter. If I do have a point though, and I have not posited a heinous thread drift then I would much appreciate someone else to continue on with the point.

To add something else to the discussion though, I would like to offer up an intuitive example from my own experiences.

There seems to be a problem in games where people can play significantly different types of characters or archetypes. The problem arises when one player identifies with a particular archetype while the proverbial min/maxer takes another archetype and through a fault in the rules, or sure numerical genius proves that his character can do much more than the proper archetype.

The example I will give is from back in my AD&D 2nd edition days, not so long ago. I have a passion for thief type characters so I selected one of those. It then came as a great surprise to me then when the wizard turned out to be a better thief than me, walking around invisible and casting “knock” compared to my hide in shadows and lock picking skills respectively. This obviously plays to a bigger issue with the game, but one ought not to succeed better in one path over another when one is more strongly supported by its archetype.

I genuinely think that the problem with this part of min/maxing and gamism is that if a class based system is to satisfy pure gamist goals then there should not be archetypes associated with those classes.
As a general implication of this anecdote I offer that the one of the perceived problems with min/maxers is that they seem to toss away flavor in favor of effectiveness. This will frankly grate on at least someone’s nerves.

If I were to “tweak” my character in a play group comprised solely of gamists then no one should have a problem, right? However, if that tweaking were to turn my character into something that looked just plain ridiculous then I might have a quarrel and even be called a min/maxer. And since “system does matter” then this ought to be blamed on the game system. Correct me if I am wrong.

I would certainly not endeavor to say that all min/maxing is a problem with system, but I will pose these two closing points:

1. At least some aspects of min/maxing are a problem with system—with gamist systems in particular. Furthermore, no game designer should dismiss the possible repercussions of min/maxing in their system with out some careful examination.

2. Min/maxing is a term and a topic that is a major part of role-playing. It should not be looked at as a singular thing, but rather a fuzzy category or some other anomaly of our undiscovered cognitive processes at large. At any rate, it certainly deserves some good examination and I am happy to see it being discussed here!

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On 7/22/2003 at 11:55am, Ben Lehman wrote:
RE: Mini-maxing

Mr Jack wrote: Hmm, I think I should clarify my position a bit. You probably still won't agree with it, but hey. To my mind things suchs as the GURPs Dx problem are broken, the system rewards the wrong strategies. That IS a problem. Similarly I consider currency and breakpoint issues to be a problem.


BL> I imagine I won't :-) I would like to point out that I don't think these are "wrong --" I just think it's important to look, quite clearly, at what is effective in a system.

To hold up a positive example: Riddle of Steel is a highly minimaxable system. However, the best possible minimax is to have an interesting dynamic character with powerful passions, drives, etc. Thus, you get a game with a lot of interesting, dynamic characters, with powerful passions, drives, etc.

The minimax is a universal part of human behaviour -- we make minimax decisions every day. The only reasons that one wouldn't minimax in an RPG context is:
1) If you thought you could get more power through a different method (see my post earlier in this thread.)
2) If the necessary exploration of system, and the system search and handling time, is not a goal in and of itself and is not worth the added ability to explore other areas (character, setting, etc.) or dilutes said exploration.
3) If the social credit for being "non-minimaxed" is worth a less effective character.

It is this last one which I have an issue with. The social contract in gaming groups is strained enough without it relying on it to fix system holes.


However, suppose I have a skill-based system (I tend not to use stat+skill, just having skills) and I give the players 40 pts to spend on skills. I expect the players to create characters that are well rounded and make sense regarding their backgrounds. I certainly don't expect to see a character with: Sword 30, Health 10. But at the same time I'm not going to create a complex set of rules saying exactly what is and isn't allowed.


BL> At first glance, I see that this is not a very well thought out system. Of course, I don't know how anything else in the system works, so I can only make uninformed judgements.
But it does but the players in a "Catch-22" situation -- Make the most effective character possible whilst appearing not to care about effectiveness. Your unwillingness to put down your rules -- in writing -- strikes me as willing bad game design.
What I read this system as is "Here are 40 points. Spend them in an effective manner, but there are point caps, and I'm not telling you what they are, but if you cross them, I won't tell you not to, I'll just be passive-aggressively angry at you, as will the rest of our friends, and the game will be No Fun For Anyone."

But, of course...

It really depends on what the game is and what the system is like.
If this is a combat game and players are whacking each other with swords, this guy has made a feasible character, most likely the only feasible character given your system. If we're on an open field stabbing each other, it doesn't really matter -- by which I mean effect play significantly -- that I used to be a champion gardner. What matters is who puts the point end into the other man.
If this is a combat game where the point is that people shouldn't be heavily combat trained, you should put a point cap on combat skills.
If this is an Amber style game with a small number of highly important Attributes, the player has made a very weak, but perfectly servicable character. You might want to talk to them about minimaxing MORE.
If this is a social intrigue game, the problem is that the player hasn't minimaxed enough for the scenario in question. In fact, they have made a highly ineffective character (what you might call a miniminned character). You need to talk to them about minimaxing more.
And, if you're complaining that the player didn't waste his precious credibility on things that will never come up in game, then I side strongly with the player on this one. Player credibility is hard to come by in most RPGs, anyway.

I firmly believe creating characters should be an intelligent debate between the player and the GM, not just on stats/classes/whatever but also on background and personality.


BL> So do I -- in fact, I have an impulse to do away with chargen systems entirely in my games (I usually only use it with new systems.) This is wonderfully shocking to D&D players when I tell them:
"Just write down whatever stats, skills and feats you think are appropriate. Be around 3-5th level. I'll let you know if something is wrong."
I'm all for making chargen an intellegent debate.
But the second half of your sentence worries me.
Say that, in D&D, I make a brutally effective fighter. That doesn't mean that he doesn't have an interesting life, personality, friends, and background. It just means that he's an effective fighter -- brutally so. The "background and personality" stuff need not be systemed. Some of the greatest characters I have ever seen played were minimaxed up the wazoo.

But say you have a system that expects that I spend some of my CP spent in areas where it is FAR less likely to come up than others (for instance, in a typical RPG, I'm going to get FAR more mileage out of "Sword" than "Flower Arranging." In HeartQuest, it's the other way around...), there needs to be a counterbalance or the system is broken. If I say to my players: "This game is all about flower arranging" I expect them all to make the best flower arrangers possible within the system. If I want to see points elsewhere I will do something to encourage that, via point caps, a seperate pool of "non-flower arranging related points" or what have you. If the game also involves detective work, I will relate to the players that detective skills also might be important.
In your examples, you have essentially done this, but through social contract rather than rules. This, I believe, puts undue stress on the social contract, and means that anyone who makes a slightly more effective character risks ostracization and ridicule.

I believe your attempts are good hearted -- you are trying to fix the point build system, which is not an easy thing to do -- but look at the ramifications.

yrs--
--Ben

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On 7/22/2003 at 1:55pm, Jack Aidley wrote:
RE: Mini-maxing

I'm sorry to say, Ben, I'm struggling to understand your point of view. You seem to be viewing this all in a way very different from my experiences of roleplaying in general and GMing in particular.

There's no passive-aggressive anger at folks for transgressing hidden boundaries here. There's intelligent discussion. As I see it there are two primary models of character creation. Build first-concept later and concept first-build later. I nearly always use concept first - build later. The player comes up with a character concept. Then the player and I discuss and develop the rules-side choices that best represent the character they have described. There's no maximising effectiveness to be found, only best representing the character concept.

If a player wants to play a rock-hard fighter. Cool. We'll make a rock hard fighter, but we will also think about and model the aspects of the character that aren't rock-hard fighter. Maybe they were a farmer once, maybe the grew up by the seaside, maybe they know a little about animal care and handling. Probably they know some equipment care. And so on, and so forth. Obviously this means there has to be enough points to make a rock-hard fighter and still have some spare for flavour.

I disagree that I should have a fixed skill cap. In my experience skill caps simply mean that everyone builds characters who have skills up to the cap. This isn't what I want. It also removes the possibility of having the good turnip-grower, the very good turnip-grower and the exceptional turnip-grower. I also don't want to allocate points to different areas. I don't want to decide up-front that 40% (say) of their points must be spent on flavour. What if the character concept calls for more? Or less? Better, I feel, to solve this through discussion and debate based on the individual character concept.

To address your D&D example; I'm not saying that this is the only viable method only that it is a perfectly coherant and valid method. D&D is a system with a lot currency and breakpoint issues; its also a system that tends towards big emphasis on solving problems with stats and spells. My games simply don't work like that.

I'm not sure what you mean by Player Credibility; could you expand on that, please?

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On 7/22/2003 at 3:49pm, Thierry Michel wrote:
RE: Mini-maxing

So, non min-maxing players have "sub-optimal" characters by definition ?
If they do and it is not intentional , then I can see it is a problem, from a gameplay viewpoint.

From another viewpoint (sim/narrativist ?), are the min-maxed characters able to function all by themselves, or can they function only in symbiosis with a group (ultra-dumb fighter coupled with weakling magic-user, say)? If the latter, it strains a bit credibility.

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On 7/22/2003 at 3:52pm, Nick Pagnucco wrote:
RE: Mini-maxing

I certainly agree with the notion that a well designed system will encourage characters to be created in a certain way (the TROS example is a good one).

However, I think the social contract here is centrally located in the subject of min-maxing. For simplicity's sake, let's assume we're dealing with a 'well-designed game.' We can define that any way we want right now, as long as the definition includes the mechanics of the game making it clear what is important and not important for characters and encouraging them towards those ends in actions, strategy, chargen, etc. This eliminates a lot of things a social contract would have to fix.

Even in this situation, there is a reason for the social contract to deal with min-maxing: The issue of min-maxing is important to the degree a system allows players to have unequal skill of influencing play through mechanics and the group does not want that to be a focus of play.

If I know how to manipulate (min-max) a system better than someone else, then that means my character will be more effective somehow. Maybe a better combatant, maybe a better spell-caster, maybe better at gaining experience. The point is a player's skill at exploring the mechanics allows his character be superior somehow.

It is a legitimate decision in a gaming group to reject or limit the exploration of mechanics as a site of competition. Likewise, it is legitimate for players to happily accept this as a site of competition among them. The problem is how does this get explicitly stated, up front, in the social contract. It usually doesn't, which means you have different definitions of what is acceptable, and it also means it is a handy accusation to throw at somebody you don't like (what Jack saw happen).

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On 7/22/2003 at 6:46pm, John Kim wrote:
RE: Mini-maxing

Thierry Michel wrote: So, non min-maxing players have "sub-optimal" characters by definition? If they do and it is not intentional , then I can see it is a problem, from a gameplay viewpoint.

From another viewpoint (sim/narrativist ?), are the min-maxed characters able to function all by themselves, or can they function only in symbiosis with a group (ultra-dumb fighter coupled with weakling magic-user, say)? If the latter, it strains a bit credibility.

Well, the intent is frequently the issue. Many games often intentionally make certain character features cheap to encourage players to buy them. For example, say, Buffy the Vampire Slayer makes it cheaper to buy a Slayer than to make a character who is equally tough without being a Slayer. Mostly negative mini-maxing is seen as taking advantage of what is perceived as unintended consequences of the system.

As for character function, I'm not sure what the strain on credibility is. For example, my current PC in a Lord of the Ring RPG campaign is a mini-maxed weakling magic-user. She is a young Beorning woman, who is mastering magic of beasts. She has the minimum strength under the point buy system, although that is only slightly below average. But she also has no weapon skills, for example. In an adventuring context, she certainly depends on others.

She is thoroughly mini-maxed, though. I noted that racial picks in the system you can choose either +1 in a skill, or 1 edge. But edges are usually outright superior. So I just always picked edges -- she has a total of 14. These include the "Resolute" edge four times, which gives her a massive Stamina bonus. As a result, she always automatically succeeds on her spells. I avoided direct combat spells, but she does have mastery of shapes which lets her assume any animal shape.

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On 7/22/2003 at 7:05pm, contracycle wrote:
RE: Mini-maxing

Thierry Michel wrote: So, non min-maxing players have "sub-optimal" characters by definition ?
If they do and it is not intentional , then I can see it is a problem, from a gameplay viewpoint.


No, not exactly. But surely, if you give a gamist player a system to design the vehicle by which they get to explore, then they build a good vehicle to do so. I think this is Ben's point - where is the dividing line between 'intelligent exploitaiton of resources' and 'minimaxing'?

If there is a dividing line, then that should be discussed. I don't think anyone has recommended other than combined character design. As Fletcher pointed out, it only matters when it does cross an unspoken boundary; if everyone had agreed to it then it cant be a minmaxing. surely.

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On 7/23/2003 at 10:40am, Thierry Michel wrote:
RE: Mini-maxing

John Kim wrote: She has the minimum strength under the point buy system, although that is only slightly below average.


But in the worst cases, one gets characters *extremely* weak, dumb, or repulsive, and one wonders how they managed to survive with such a severe handicap.

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On 7/23/2003 at 10:45am, Thierry Michel wrote:
RE: Mini-maxing

contracycle wrote: But surely, if you give a gamist player a system to design the vehicle by which they get to explore, then they build a good vehicle to do so.


I see problems with min-maxing when some options dominate the other.

Say, for instance, in a stat+skill system, it is better to buy a high stat and low skill than the opposite, so the player who optimizes gets the same chance if succeeding at a lower cost. In that case, why not assume that all players would do the min-maxing and offer them the best template from the start ?

For me the problem lies not with the player, but with the system, obviously.

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On 7/23/2003 at 2:26pm, Hunter Logan wrote:
RE: Mini-maxing

My take on min-maxing is different. As I see it, min-maxing is a good and positive thing. It allows players to make characters that fill their niche in the game really well. It should also ideally make characters interdependent. As a player, it really doesn't bother me if someone else has a character that does huge damage in close combat and can generally splatter the bad guys, as long as I can do something equally cool in my own niche.

Min-maxing becomes a problem when the system provides loopholes that allow a single player to create a character that performs really well both inside and outside the character's niche. I guess that's the so-called munchkin character. Otherwise, min-maxing could be a problem when a few players are trying to fill the same niche. Two or three players can have characters that fill the same niche (sometimes it's necessary), but it really only works when the players have different strategies for filling the niche. Of course, some strategies will work better than others, but in some games (specifically D&D 3E, since that seems to be the target game for much of this discussion,) that really is part of the challenge, isn't it?

I agree that min-maxing should be discussed as a social contract issue, along with players' goals for play, the thrust for the game, and everything else.

I want to point out that so-called weakling characters can do alright in the game if there is some sort of equalizer. This is like the Batman vs. Superman issue. The Batman is an ordinary man with some toys. He is a weakling among superheroes. Yet, he performs outside his apparent envelope by using his brains and his skills and arranging the situation so that he can overcome his opponent. I think his player has a large pool of expendable resources to make it all work out. Meanwhile, Superman is Superman. He has powers out the wazoo, and he simply perseveres. Yet, it seems that when those two meet, the Batman usually comes out on top. Of course, that's comics not gaming - but it could, even should work that way in a well-designed game.

Such a thing requires the inclusion of meta-powers, integrated Director power made available as another aspect of character competence. I think use of meta-powers is the function of the annoying kid in most anime. The kid doesn't have skills, doesn't have power, doesn't have much of anything. Why would someone play such a character?

I would play such a character and it would be fun if I also had access to some Director power or a large pool of resources to influence events. Then, I could play the kid, but I could also manipulate other aspects of the game. It becomes a rational exchange that defines my character's niche. The players with really competent characters have their competence. I have this rather bizarre meta-power. It's min-maxing for a different goal, but it requires support either in the game rules or in the social contract.

I dislike stat + skill systems. I subscribe to Ron's "One or the other, not both" philosophy.

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On 8/9/2003 at 1:22am, Akos Szederjei wrote:
RE: Re: Mini-maxing

Jack Spencer Jr wrote:
I don't know. I really don't know the rules all that well, since it is a home brewed, but to a certain extent it's like the ref penalizing a football team because they keeping doing 2-point conversions or a baskeball player for shooting 3-point shots.


Min-maxing is something of a self-solving problem. Our group creates characters with flaws and strengths, therefore they have strenght (high skills, whetever), but that is rather irrelevant. Naturally, if a min-maxer enters our group he won't be happy, since he has a VERY limited character concept and can not handle the situations what the rest of the group can. Usually, they drift away.

Akos

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