What does The Best Winner want to play?
Callan S.:
I wonder about the D&D thing. Okay, so he takes the option to not heal, perfectly within the rules and...you all get huffy about that. He doesn't go last in fiasco and...he gets all huffy about that. I don't know fiasco - does it have alot of handwavey, or is the order much like initiative and is pretty much set in stone? If so I don't know why he'd start arguing he should go last. But if it's all handwavey, I get why - because when you guys want handwayvey, it goes your way, but when he wants handwavey, it doesn't. But by the same terms, apart from some protests to heal then accepting the move, why argue the non heal and instead daily attack use?
In some D&D encounters I've played over the last few months I've seen an area of effect targeting of a in the negs character. I said "Aww, you can't do that!" and the other player said "I can and will" and killed the other players PC through AOE. It seems weak, kind of half assed PVP. I was the one to protest there saying you can't do that. But on the other hand, it's well within the rules (and seemingly, judgement lands upon the rules). And I held off arguing on and on because I knew that (I said my arguement against his move, perhaps like some people haggle moves in board games, then I let it go and up to him).
What happens when someone loses to his expensive magic deck? Do they go on about how he ebayed it all? Maybe it's just a mutual thing?
JoyWriter:
I have a friend who is quite similar; he likes to practice games then play them with us, so that he will be ahead. He doesn't care that he's setting up the playing field in his favour, he just wants to win. In fact, his favourite technique is to win once in the first game, when we're still learning it, then "go easy" for the rest, meaning that his awesomeness is beyond question.
For this reason, we only play games with him that are complicated and robust enough that he can't practice/purchase his way into repetitive combos or unbeatable tricks that invalidate the game on your side. It is a little childish, but in many other contexts he's quite mature.
How do I design an rpg for him? Haven't tested it yet, but my current idea is to use the idea of "going easy"; encouraging him to make his character vulnerable in return for effects on the world. Because he chose this vulnerability, to achieve some other end, he will be far more likely to take the blow, particularly if you emphasise the total invincibility of his character "normally". In game mechanical terms I'd do it with some kind of track like danger patrol; a paperclip on the side of a sheet that has "totally invincible" at the top, and more narratively effective things further down.
But there is one big difference with my friend; he is happy to be in the top three so long as other people are below him, ie he is in the "winning region". If your friend is not happy with that, and wants to be the undisputed top of the pile, then this technique may not work for him.
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