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‘Winning’ In RPGs Part 2 of 3

Yesterday, I discussed the desire to experience a win moment in almost every game, including RPGs. I also described traditional ways to win, and began discussing how this can lead to power-gaming. Today, I continue along those same lines, and explore the ugly side of winning in RPGs.

A behavior which is considered almost universally bad in RPGs, that of playing the lone “Chaotic Evil” character, may be attributed to a strong and unfulfilled desire to win. By playing the Chaotic Evil character, a player is able to set themselves at odds with everyone, both PCs and NPCs alike. Competition is instantly written into the story, and the player feels free to “win,” if only by being the last one alive.

Another behavior, similarly maligned, is that of the Munchkin, who must constantly be the best in every conceivable way. This kind of play is often driven by the thought that the winner is the “best.” While this kind of thinking is often inappropriate in RPGs, it can be especially appropriate because of the self-centered attitude with which it is asked, “the winner is the best.”

I’ve seen experienced players, who have gone for years without falling into this trap suddenly become stuck. What brings them to this train of thought? I think that often players who feel “topped” by other players, or consistantly deprived of win moments will begin to at least feel like they are somehow losing. Other players who previously played or recently started playing MMORPGs may also be prone to this behavior, as it is considered more appropriate in many online RPGs.

How do you help deal with these tendencies? By providing win moments which encourage the style of play desired. I’ll discuss this more tomorrow.

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