First of all; nothing of this is flaming. Just a bunch of thoughts.
Sam wrote:Does it matter that there are powergamers?
Yes, I think it
does matter. It does matter when many people are frustrated by watching others with half the RP and thrice the PG holding characters that surpass their own in no time whatsoever. I would say that might just be me, but there must have been a reason for such restrictive skill gaining. As a matter of fact there are newer characters (than my own) who have already surpassed him in the sense of the amount of different skills, and the skill levels.
Think about it.
Does it matter that someone can make everything in the game? As long as they roleplay that they can't and interact with others as if they can't then where's the problem?
I believe, yes, it does matter, because... because of something big, which I suddenly feel the urge to elaborate.
You're right with what you write... now, if only everybody would "play along", it wouldn't be a problem. It wouldn't even be a proposal here. I can tell you for example, that my character Sian is a super-duper miner - not because of mining, but because of digging. You can bet both your hands on it that you won't see Sian working in some smelly ol' mine, though. And as you might have guessed, I come from the corner of P&P RPG. I cringe at the thought of a character having skills and abilities that do not fit into the big picture. Because as having served as a GM to many players over several years, one thing has never failed: there will always be powergamers (yes, there are even powergamers in the P&P section of RPG), and I've seen even some of the best RPers in P&P resort to abusing weaknesses in a game's mechanics. The thing about P&P though, is that you have the players right in front of you when you're playing. To be blunt: you can scold them straight at your gaming table, you can talk to them before and after sessions, or you could even be nasty and discourage their PGing by bestowing them with in-game punishments. You can even alter the rules in between games, or if you're really crazy; in the middle of a gaming session. The only margin that leaves to truly abuse game mechanics, is by the PGers taking character sheets home and fudging/cheating with their stats. And if a P&P-GM doesn't notice
that, he or she is a twit.
It's not hard to smack a PGer in a P&P-RPG into shape so they actually proceed to RPing. But it can be infinitely hard when you're dealing with a bunch of ninnies in front of their computers, communicating with you only via the internet, and who have the feeling they can do whatever they want, and whenever they want.
What I'm really trying to say is that there should be zero PGing in an RPG. Nada. But somehow, it's just unavoidable, because some people don't seem to get one important thing out of their heads:
In an RPG, it's not about winning. It's not about being the top scorer, nor is it about striving to take the top spot in a ranking list.
If everybody would understand that fully, we wouldn't have PGers in any RPG, because quite frankly, this simple, but vital point is what distinguishes RPG from any other game. When you play a game of Poker, you had best win, because you're gambling with your money stakes. If you're playing a board game, there are always rules that determine when a player has won or lost. If you play Diablo, you're supposed to get really super-duper strong and kill Diablo in the end of the game, either alone or in a team (sorry about those spoilers, but that's how it is).
RPGs are different. If in an RPG, everybody plays their roles well, everybody's the winner. But if there are people who do not shape up to the principle of role-playing, everybody's the loser. It's as simple as that.
So, returning to your question - yes indeed, it does matter if someone can do everything. It ruins the economy system that this game boasts, please believe me when I say that, even if I'm only a newbie to Illarion - the way it is, every second character is automatically like some sort of merchant and grandmaster in haggling, because they pursue almost every craft available. I agree that there's nothing wrong basically with characters that can do everything - but I believe it should take them a vast amount of real time to get that character there. It must be said that it gets really awkward in-game when a newbie character is asking your own about specialists in town... and you keep giving them the same names, several times over.
It's not easy to gain skills as it is right now?
I beg to differ. And I do kind of fail to see the point in swinging the doors wide open for the lil' PGers to prance about. Right now, I'm quite sure you can still see it if someone is "gaining" in unrealistic proportions. I also don't believe it's too daft of an idea to pressure the GMs with yet another responsibility (in this case, monitoring for the powergamers).
If anything, this proposal is benificial to people who want to play twenty different characters, but not to those like me who concentrate on a single character over a longer period of time. Y'know, I do happen to spend more time in role-playing, than clicking the same static tile for the millionth time, and I've been playing intensively for the past month because I've been spending some pleasant holidays at home. I am absolutely sure that if I had powergamed, it would have taken me less than the time I've been playing to max my character out in several areas.
Suffice to say, that without powergaming, I got the skills I focused my character on, to a decent, if not even impressive level, and I've been playing for a bit more than a month. The character's useful at the things he's
supposed to be good in, and miserable/incapable of exercising the skills that don't fit to the character.
Anyway... before I get completely carried away here - both of you have very good points, and I'd like to add this little tidbit of a proposal to them:
If anything, introduce it so that there's a "learning curve effect" to the skills. Make it so it's easiest to get started in a skill, gradually growing slightly harder to get to decent levels, but letting it slow down the further you delve into the skill - gradually making it extremely hard to nigh impossible to fully master it.
The problem with that proposal though, is that someone brought it already (and you'd presumably have to be very patient until you see it come to life in the game because it's probably complicated to implement). Gotta love that Search function.

There's another proposal thread concerning the splitting up and branching out of the craft skills, initiated by Darlok. You might want to look into that as well.