Powergaming

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In role-playing games, powergaming is a particular way of playing in which the emphasis lies on developing a player character that is as powerful as possible, usually to the detriment of other aspects of the game, such as character interaction.

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Table-top powergaming often involves an expert knowledge of the rules of the game, and knowing how to apply the rules to get maximal results with minimal penalties (often referred to as min-maxing). This implies one willingly takes actions which should be illogical within the game world, or following the rules to the letter rather than in their spirit.

Sometimes seen as an active abuse of the rules, when rules that are expected or intended to model a realistic game world (according to some well-understood definition of "realism") are applied in ways that are manifestly at odds with those expectations. For example, a Dungeons & Dragons sorcerer might take a two levels of the paladin class for the attractive synergies that come with this, even though paladins are traditionally seen as being devoted to their lifestyle, and the profession is not something you could train in briefly. It is important to note that powergaming, in this sense, doesn't imply active cheating or circumvention of the rules, merely using them in ways that are frowned upon by those who consider the intent of the game more important than its exact implementation.

Powergamers enjoy finding and exploiting all powerful synergies and combinations regardless of the author's intent, though houserules may be used to curb any abilities that make for particularly unbelievable characters.

On MUD and MUCK systems that typically emphasize social interaction, a powergamer is a player who tries to force others to participate in role-playing they don't want to engage in. For instance, a player who unilaterally describes his character as doing something with (or to) another character that would usually require the other to play along — such as having a fight or a sexual encounter — is considered to be powergaming.

In text-based online environments such as MUSH, MUCK, MU*s and other role-playing (RP) games that emphasize role-play over acquiring levels or skills (as opposed to most MUDs), a player can be described as a powergamer if (s)he presumes or declares that his or her own action against another player character is successful without giving the other player character the freedom to act on his own prerogative.

Younger and less socially experienced players are more often powergamers, and it is these same people who are often seen as potentially disruptive to the various types of social interplay that others enjoy in RPGs. Disruptive powergamers may focus primarily on developing their own character with disregard to any others, and may seek to have the play focus on their character's resulting extraordinary capabilities, leaving others with little to do.

Because of the highly capable nature of their characters, methods other than simple direct confrontation are not often necessary to resolve whatever problems the characters face. This can largely leave other enjoyable parts of RPGs out of play.

A group that doesn't enjoy powergaming can even have difficulties incorporating a more cooperative powergamer; the comparative lack of interest shown in the groups style and a tendency to quickly overshadow less capable characters in action scenes can be difficult to handle in a manner that keeps the game enjoyable for everyone else.

As a result of these problems, social groups which favour the story telling or method acting aspects of RPGs often find it more fun to play separately from powergamers, and visa-versa. However, it is quite possible to accommodate most any play style in a group and have an enjoyable game for all when players are aware of the need to give everyones favoured style some time in the spotlight.[1]

  1. ^ Laws, Robin D. (February 2002). Robin's Laws of Good Gamesmastering. Steve Jackson Games. ISBN 1-55634-629-8. 

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