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alt title(s): The Munchkin When they encounter a sleeping dragon: Real Men wake it up and THEN attack it. Real Roleplayers sneak away quietly. Loonies tie its shoelaces together. Munchkins have their 34th-level thief backstab it with their +17 Sword of Slay Anything, put all its treasure in one backpack, make armor out of the dragon hide, and resurrect it as their familiar. — The ''Real Men, Real Roleplayers, Loonies and Munchkins'' list
Ben: If I cloned myself we'd be able to pursue multiple leads effectively.
Pete: If I cloned myself we'd fight to the death and the winner would be the new me.
The Munchkin is the Tabletop RPG player (and Video Game player) who plays the game to "win", at any cost, even if that isn't the point of the game. Perhaps the most ridiculed Player Archetype of all time, this player is rarely interested in the story behind the game (indeed, his characters are little more than extensions of his own personality, or whatever personality would give him the most plusses). He (or she, let's be fair) sees fighting monsters and solving puzzles only as a means toward more power, more gold, more stuff, more plusses. A Munchkin is not satisfied until he can kill a god with his +25 Dancing Holy Vorpal Sword of Flame of Doom. On a Critical Failure. And he will throw a tantrum if he can't.
Indeed, the Munchkin's ambition frequently outstrips his sense of fair play. Most of the time he looks out for number one; the other players are little more than minor inconveniences to him, or obstacles on his path to ultimate power. As such, the Munchkin may engage in one or more of these irritating behaviors:
- Ninja Looter: Don't expect a Munchkin to share the spoils of an adventure equally — if he can't take the lion's share, he'll try to take the best stuff first.
- Gamebuster: Min Maxing taken to its upper limit. Any Munchkin character of this type is nothing more than a collection of 'kewl powers', taken for no logical in-story reason other than their combat effectiveness. Often includes blatant Game Breaker abilities and power combinations that were never meant to be. Call him out on this, and he'll call you a Scrub.
- Attorney at Rules: This Munchkin disputes every Game Master ruling, and has memorized every loophole in the game manual. For some reason, he never seems to "correct" the DM when the rules as written would hurt him... The Game Master's best tactic against this guy is Rule Zero; what the DM says, goes, no matter what page 54 of the book says.
- Cheater: He never rolls where you can clearly see him, and he gets a distressing number of natural 20s. It's just his "lucky dice", he says. His character sheet comes prerolled with max stats. And he has an annoying habit of "forgetting" to write things down, like whether he's used up his spells for the day. Could this be the sort of sad, pathetic creature that would cheat at a cooperative Tabletop RPG game? (Yes.)
- Metagamer: We all metagame once in a while. After all, even if our characters don't know exactly what that orb with all the eyes is, they've got the feeling that it's dangerous and probably shouldn't be charged head-on. But this guy seems to have read (and memorized) all the monster manuals and the published adventures, and is impossible to catch off guard. Once he sees that giant green scaly thing charging him, he immediately breaks out the acid. Homebrewing is the best way to trip this fellow up.
- Psychopath: If it has stats, it's there to be killed. For this Munchkin, violence is the first, last, and only solution to every problem. Even the most zealous Real Man knows when it's not time to fight, but not this guy. He'll take up any excuse to start a fight.
Munchkins are a constant source of pain and agony for the Game Master (unless he's a munchkin too!), and will often be the direct cause of Rocks Fall Everyone Dies. He may be forced to employ some killer tactics just to challenge them. Though the archetype is often mocked, there isn't really anything wrong with this style of play (as some theorists recognize); so long as no one's actually cheating and everyone's on board. After all, it can sometimes be satisfying to punch out Cthulhu once in a while. The problem comes when one player brings this mindset into a non-munchkin group, whether through innocent intent or merely being a jerk out to ruin everyone else's fun. In either case, increasing the game's difficulty to accommodate the munchkin will only end up leaving the non-minmaxed players behind, and they'll stop having fun.
Those who do "unfair" or game-breaking things in RPGs, through Min Maxing or other means, are also called "twinks;" this may apply generally, or to the specific act of transferring the possessions of a very high level character (to whom they are cheap) to a much lower one (to whom they are godly). The term may refer to The Twink, refering (with Unfortunate Implications) to the fashion in which such individuals expend such a great deal of effort on "dressing up" their characters. It may also, however, be unrelated to that trope; the most common alternate explanation is that a low level character in high level armor may have an outer layer of extreme protection, but still has a " creamy filling " with almost no actual HP.
A more pleasant brand of munchkin may try to share his rule-bending benefits with the rest of the group. A more audacious one (a cross with The Loonie) takes advantage of his knowledge the power to do incredibly crazy things that their fellow players will be telling their children about in years to come. Sadly, a rare breed.
A Player Archetypes trope, along with The Real Man, The Roleplayer, and The Loonie. Compare Stop Having Fun Guys, who believe that anyone who isn't a munchkin is doing it wrong. Not to be confused with the small but pleasant folks who live east of the Emerald City.
Examples:
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