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Post by isemmens on Feb 23, 2011 9:32:32 GMT
A list of things that always need to be remembered by GM's and Players alike.
1) Players will Always Overcomplicate things 2) Annoying a GM is a bad idea regardless of how high your health is 3) If it isnt nailed down, it's prime for looting. 4) If it can be pried loose it wasn't mean't to be not stolen. 5) Always check for traps 6) Ten foot poles are not a replacement for a search check 7) The players own stupidity is the greatest challenge they can be made to take.
Feel free to add more.
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aturin
Frequent Member
"There is no shame in falling, There is only shame if you refuse to rise once again."
Posts: 180
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Post by aturin on Feb 23, 2011 11:31:33 GMT
8) If when you meet the NPC you think you should kill the NPC do it, better to do it now when you can get a surprise round than later in the middle of their trap
9) Always ask for an NPC's name if the GM has to think about it for more than a second then that NPC is not important.
10) Dice can hate with a passion unknown by mere organics.
11) NEVER make your characters name sound even remotely like anything else, EVER.
12) Annoying the GM is fun no matter how low your health is.
13) Withdraw and autofire is the tits.
14) Players are never surrounded, only in XP rich enviroments.
15) Consequences are for those without an insanely high bluff/diplomacy/intimidate modifier.
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Post by vaxsgbstpachibgdk3 on Feb 23, 2011 14:41:04 GMT
16) Monologuing should provoke attacks of opportunity.
17) If theres even the slightest chance that a rule or situation should grant you a bonus, argue it, argue it, argue it.
18) Story trumps rules, except when its not in your favour.
19) Evasion works on all area attacks. ALL area attacks. Yes I'm looking at you Superstar Destroyer.
20) The Dark Side is just better.
21) If it looks suspicious or dangerous, send an NPC in first.
22) Set the haunted house on fire and go home. Seriously. Sanity Loss that way lies.
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aturin
Frequent Member
"There is no shame in falling, There is only shame if you refuse to rise once again."
Posts: 180
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Post by aturin on Feb 23, 2011 14:55:34 GMT
23) The next rule wont make sense
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Post by vaxsgbstpachibgdk3 on Feb 23, 2011 15:21:50 GMT
24) When you need their help most, your dice will betray you. 25) People who duplicate rule numbers are idiots. 26) Disregard Neil.
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aturin
Frequent Member
"There is no shame in falling, There is only shame if you refuse to rise once again."
Posts: 180
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Post by aturin on Feb 25, 2011 18:01:15 GMT
25) science is an optional extra, to be disregarded at any time
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Post by isemmens on Feb 25, 2011 18:54:57 GMT
27) player's will always argue
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Dudeicuf
Frequent Member
HE-BRO!
Posts: 185
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Post by Dudeicuf on Feb 25, 2011 19:07:52 GMT
28) Retconning a mistake doesn't always pay off...
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Post by isemmens on Feb 25, 2011 19:38:47 GMT
29) Players are never happy with the treasure you give them 30) GM's never give enough Treasure 31) Staying in character never grants experience, but its always worth asking. 32) No matter how many awesome thing the character did in life, they will always be remembered by how they died. 33) Twisting a player into a moral conflict isnt necessary, it's just fun. 34) Never equip an NPC with something you don't want the players to steal and abuse after they kill him
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Post by <imaginative username here> on Feb 25, 2011 19:57:55 GMT
Is there perchance a story related to 6) ?
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Post by isemmens on Feb 25, 2011 20:07:56 GMT
The door I nearly killed myself with
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Post by vaxsgbstpachibgdk3 on Feb 25, 2011 20:39:48 GMT
35) No matter how much you prepare, how much you analyse, how many eventualities you account for: within no more than 1 session, a player will find and exploit a gapping plot hole you missed. 36) Your best defence for when you make a mistake: "Ok, well it shouldn't count because my character would have known better." 37) All shop keepers used to be high level adventurers and should be feared appriopriately. 38) If it doesn't involve setting it on fire or hitting it, the players won't figure it out. 39) But...let them think its worth experience or loot and they'll move hell and high water to overcome it. 40) The amount of time and effort you spend prepping is directly proportional to the chance of the party deciding to do something else at the last minute.
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Post by isemmens on Feb 25, 2011 23:05:41 GMT
41) Railroading is a perfectly good alternative to making an entire world map. 42) Just because they don't value it, doesnt mean its not treasure. 43) Make Bob the Tavern owner turn out to be the big bad. Especially he took longer than 3 seconds to name if the player asked
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Post by genericdragon on Feb 26, 2011 3:43:52 GMT
44) There is always a better build.
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Post by isemmens on Mar 1, 2011 9:37:18 GMT
45) There is nothing funny about ruining someones dice superstition 46) Don't annoy an NPC that appears to be stronger than you and the vaguest definition of benevolent 47) No matter how ridiculous the drawbacks are, the ability to summon monkeys is fecking awesome. 48) Breath Weapons are Amazing 49) The First Floor is 'just' early enough to swap to a completely different character 50) Having a solid attack pattern for every combat is well and good, but making up flashy attacks up in the moment is the stuff you will always remember. 51) Evasion is a worthy replacement for being careful 52) Other players will always hate you for being the guy with Evasion 53) Replacing the word 'Grapple' with 'Banana' just makes you all sound ridiculous
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