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Thread: Best Roleplaying Truism

  1. #1
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    Talking Best Roleplaying Truism

    While searing the other day, I came across a survey on WebRPG entitled "Top Twenty Role Playing Clichés"... I gave it a good look and found it truthful and funny..... not wanting to completely plagerise, I changed the name for this thread....

    Here's an example from the page :
    Therese (PC): "I'd like to try to negotiate with them."
    Lizard (GM): "By all means. Did anyone bring the combat map?"

    http://www.webrpg.com/survey/results43.phtml
    So here it is....whats the one thing (serious, funny, stereotype, etc) that seems to always be there in the games you've played?
    "Remember that for every good, there must be an evil. This is the only way to maintain balance."

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    Re: Best Roleplaying Truism

    The more important the die role the more likely it is to fall off the table or land against a book with a corner facing upwards.

    Not exactly an event within the game but a truism nonetheless.

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    If your not looking for a fight don't let any player named Woody do the talking

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    Altered Truism:

    If you have a stack of books the one you want is neither at the top nor the bottom, nor the middle. It is the last one you look at.

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    The one character most unlikely to survive a attack by himself is the one that always runs off alone in the direct of the bad guys.
    "Remember that for every good, there must be an evil. This is the only way to maintain balance."

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    When you make a great die roll, it will be in a meaningless situation. When you really blow a die roll, it will be in a crucial situation.

    ...or maybe that's just me.
    The more you look at real people, the more difficult satire becomes. -- Oddhat

    The Complete List of HERO System Books: http://rhinobunny.com/derek/hero/herogameslist.html
    Disclaimer: I am not an employee of Hero Games. Any comments I make about rules issues, company direction, etc. are just the comments of another slightly crazed fan.

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    Originally posted by Derek Hiemforth
    When you make a great die roll, it will be in a meaningless situation. When you really blow a die roll, it will be in a crucial situation.

    ...or maybe that's just me.
    Derek that's just you and hopefully all GMs. Hopefully.

    Never trust a smiling GM
    I'm gonna live forever. So far so good.

    "You don't tell me anything, You just go on and on, And you don't make no sense" -- Jim Barnes of Cold Chisel
    "If your head needs a bandage, try a roadhouse open sandwich, dodge the waitress and hit the road again" -- Don Walker of Cold Chisel
    "And if I don't hang around, our old gambling grounds, it does not mean that I've forgotten, we believed, and I still do" -- Don Walker of Cold Chisel

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    The more you put into planning the campaign setting, the less the players will ask you about it.

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    Going off into Left Field...

    No matter how much planning that you put into an adventure. The players will always find a way to do something unexpected. Even if you have played with them for years and "know" all of their habits.

    Tasha

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    If Forest Gump was a roleplayer:

    "my GM always said that dice rolls was like a box of chocolates, you never know what your gonna get"

    never trust a lone kobold
    never trust a lone kobold with a booming voice
    never trust the GM bearing 'gifts'
    a dragon's breath weapon is worse than it's bite
    I'm gonna live forever. So far so good.

    "You don't tell me anything, You just go on and on, And you don't make no sense" -- Jim Barnes of Cold Chisel
    "If your head needs a bandage, try a roadhouse open sandwich, dodge the waitress and hit the road again" -- Don Walker of Cold Chisel
    "And if I don't hang around, our old gambling grounds, it does not mean that I've forgotten, we believed, and I still do" -- Don Walker of Cold Chisel

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    Whenever someone says "No problem, I only fail on a one," or something to that effect, the character in question is doomed.
    Last edited by Victim; Mar 4th, '03 at 07:09 PM.

  12. #12
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    Here are some Hero ones...

    The one skill that your PC really needs in a dire situation is the one you cut because you did not have enough points.

    That warm up Fantasy Hero/Danger International combat that you throw at the PC kills half of them.
    GAME ON!
    John T>

    Visit my blog called Kingbeast's Lair where I review RPG and anime products.

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    GM: I'll let you have it if you roll an 01 (on d%)
    Player: (Rolls dice) You said 01 right?

    This one happened just the other night while we were making Rifts characters, the roll was to see if the player's character would get supernatural strength (he already had a 41)

  14. #14
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    Originally posted by JohnathanChance
    GM: I'll let you have it if you roll an 01 (on d%)
    Player: (Rolls dice) You said 01 right?

    This one happened just the other night while we were making Rifts characters, the roll was to see if the player's character would get supernatural strength (he already had a 41)
    An old GM of mine used to do that sort of thing, but he would demand a letter.

    "You can live if you roll a 'Q'"

    Man, was he pissed when Fred brought a Boogle die. He rolled a Q

  15. #15
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    true friendship

    true friendships can be formed while gaming. (or on the HERO boards)
    I'm gonna live forever. So far so good.

    "You don't tell me anything, You just go on and on, And you don't make no sense" -- Jim Barnes of Cold Chisel
    "If your head needs a bandage, try a roadhouse open sandwich, dodge the waitress and hit the road again" -- Don Walker of Cold Chisel
    "And if I don't hang around, our old gambling grounds, it does not mean that I've forgotten, we believed, and I still do" -- Don Walker of Cold Chisel

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