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The Munchkin

The document defines and discusses the term "munchkin" as it relates to tabletop role-playing games (RPGs). A munchkin is a type of RPG gamer characterized by aggressively competitive and power-focused gameplay that disregards roleplaying, storyline, fairness, and other players' enjoyment. They obsess over character power and numerical advantages rather than developing character personalities or cooperating with others. Munchkins are also known for creative rules interpretations to their benefit and occasionally cheating to achieve in-game success over others. The term originated in reference to the short creatures from The Wizard of Oz and has since expanded to any juvenile or self-interested style of RPG play.

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Ali TekBoi
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0% found this document useful (0 votes)
292 views1 page

The Munchkin

The document defines and discusses the term "munchkin" as it relates to tabletop role-playing games (RPGs). A munchkin is a type of RPG gamer characterized by aggressively competitive and power-focused gameplay that disregards roleplaying, storyline, fairness, and other players' enjoyment. They obsess over character power and numerical advantages rather than developing character personalities or cooperating with others. Munchkins are also known for creative rules interpretations to their benefit and occasionally cheating to achieve in-game success over others. The term originated in reference to the short creatures from The Wizard of Oz and has since expanded to any juvenile or self-interested style of RPG play.

Uploaded by

Ali TekBoi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Munchkin

Munchkin: (n) Often used derogatorily, the term is given to one of the known five types of table-top RPG gamers.
The other four being: Real Man, Thespian, Brain, and Loony. These gamers often play D&D (Dungeons & Dragons).

“Munchkin” is the proper term to refer to someone who tries to win a role-playing game. It can be
expressed, displayed, or seen in an aggressively competitive style of play. For example, getting the most
enemies killed or the most loot taken, all without any thoughts about role-playing, a storyline, fairness,
logic and, the most importantly, other players' fun.
The term is used either as a negative label (for example, to an immature powergamer) or in a humorous or
sarcastic context (like in "oh, what a munchkin you are, having 6d6 unarmed damage!").
Originally, the term was taken from The Wizard of Oz where Munchkins were short and ridiculous
creatures. It was used by older players to address their childish comrades. However, before long it came
to refer to anyone who engaged in a juvenile gaming style regardless of their height, age or experience.
The term has been in use dating back as far as 1984.
Munchkins are infamous for various degrees of cheating, willfully misinterpreting rules that work
against them while loudly proclaiming ones that work in their favor. As a matter of course they selectively
obey the letter of rules while perverting the spirit blatantly. The worst munchkins will cheat shamelessly,
ignoring inconvenient numerical modifiers and fouling dice throws till they get the result they want. During
character creation, munchkins engage in vicious min-maxing, leading to exceptionally unrealistic or
unusual characters that make no sense except in terms of raw power.
Munchkins are often accused of “roll-playing”, a pun on the word 'role' that notes how munchkins
are often more concerned with the numbers and die “rolls” rather than with the roles that they play.
A more neutral use of the term does in reference to novice players, who, not know yet how to
roleplay, typically obsess about the statistical "power" of their characters rather than developing their
characters' personalities.
The term has gained popularity through the “Munchkin” card-game series. Originally published in
2001, the main game along with its many expansions and spin-offs offers players incentives to lower their
friends’ levels, legally cheating and stealing, and eventually “winning” the game once said player reaches
level 10. The rules of the game even state, "Any disputes in the rules should be settled by loud arguments
with the owner of the game having the last word."
Such an attitude of valuing the improvement of the character's gear and stats over storytelling and
immersion has also built its roots in computer games and MMORPGs.

--TekBoi
June 18, 2010

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