[TML] Munchkin talk was RE: Who here is paying attention to Mongoose Traveller?

Richard Aiken raikenclw at gmail.com
Sat Nov 10 19:13:12 MST 2007


On Nov 9, 2007 12:20 AM, Joseph Paul <josephnjody at sbcglobal.net> wrote:
> The only danger I see in that methods is also a problem with GURPS. Everyone
> is insane.
>
> Munchkins take Disadvantages/Complications not so they can role-play but so
> they can get more points. Therefore they design complete insane characters
> just for the points.

Ah.  But in Serenity, you can't generate very many points that way.
The game only allows a total of five (5) Complications.  Even if he
takes them all as Major, that's still only twenty points, when he gets
about one hundred beginning points.  I say "about" because the exact
amount depends on what level of game the GM wants to run and the
points are also deliberately split between those you can spend on
Attributes and those you must spend on Skills.


> This turns good roleplayers bad because they can't be comparable to the
> insane guy.

Not necessarily.  At least, not in Serenity.  Good roleplayers can
take relatively sane Major Complications - such as Credo (GURPS Code
of Honor) or Forked Tongue (GURPS Compulsive Lying), to name just two
from the basic game.  Not only this, but "insane guy" can only be
insane once: it's called "Leaky Brainpan" and it's left up to the
player and GM to decide between themselves just *how* the pan leaks .
. .

Now, it's *possible* to say that Sadist [Major] is insanity.  But
since the base books says point blank that this is a Complication for
"the bad guys," only an extremely lenient GM would ever let a munchkin
have it.  Now, the house rules I'm crafting into my game do use a
Minor level of it and I would allow a PC to take that milder version.
But since it IS a Minor Complication, a true munchkin wouldn't be
interested (since it wouldn't give him as many character creation
points).

> Giving out the points for any "cool" roleplaying means you can use your
> Disadvantages or simply use your roleplaying 'personality' and get the same
> points. You dont HALF to take ANY Disadantages.

Actually, no.  At least, as I read the rules (and as I will use them
in my game), players only get Plot Points for roleplaying their
character's *stated* Complications.  That "roleplaying personality"
you speak of IS - or at least, it had BETTER be - their interpretation
of those Complications.  Without playing to stated Complications,
doing "cool stuff" may get laughs or expressions of awe (and may
advance the character's aims and/or the plot), but it won't generate
Plot Points.

> I've heard good things about Serinity,

Well, it isn't perfect.  As already hinted at, I've incorporated a lot
of house rules I've found on-line (through the old Waves In The Black
website, primarily).  And I've had to basically re-write the entire
third ("Money & Gear") and fourth ("Boats & Mules") chapters to make
these fit Traveller better.  Chapter Three in particular was . . .
very odd and disjointed.  Someone I play online games with said it
best: "That chapter looks like the last thing they did, when the
deadline was close and they were in a real hurry."

> let us know what you think after
> playing.

Will do.  :-)

-- 
Richard Aiken

"Never insult anyone by accident."  Robert A. Heinlein


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