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Thread: Best Roleplaying Truism

  1. #46
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    Re: Best Roleplaying Truism

    In most of the games we've been playing lately, we can't seem to finish a session without someone getting kicked in the groin, and a building being set on fire or blown up.
    Images, only to point out the obvious...now with COSMIC POWER (©)

  2. #47
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    Re: Best Roleplaying Truism

    Yeah, I was in a game group like that, too, once.

    But no one ever was seriously injured, and it was an ugly sofa, anyway.

    Come to think of it, several gamers I know have had relationships like that.
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    Re: Best Roleplaying Truism

    Fantasy Truism:

    If your party finds itself on a boat, it will sink.
    "Of course it's a lost cause. That's why we're here."
    --Springer, Transformers: Stormbringer

    All of my questions are asked, and my answers provided, from the perspective of 5th Edition.

  4. #49
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    Re: Best Roleplaying Truism

    Too smart...is dumb.

    (Players can out-think themselves, coming up with (a) ludicrously overcomplicated plans for something simple, or (b) torpedoing every perfectly good plan they come up with, because of something that "might" happen).
    "The welfare of each of us is dependent fundamentally upon the welfare of all of us." --Theodore Roosevelt

    "Facts are complicated things, people are complicated things. Facts about people are just impossible." - V

    "There are apparently two kinds of drunks. Goofy drunks and mean drunks. Goofy drunks wrote comics in the Silver Age. Mean drunks write them now." - Crosshair Collie

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  5. #50
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    Re: Best Roleplaying Truism

    Quote Originally Posted by input.jack View Post
    Too smart...is dumb.

    (Players can out-think themselves, coming up with (a) ludicrously overcomplicated plans for something simple, or (b) torpedoing every perfectly good plan they come up with, because of something that "might" happen).
    So true. Similar to this is players seizing on irrelevant data. If you put in throwaway background info, they will seek to derive meaning from it. I once watched a group discuss for at least half an hour the significance of multi-character codes labeling stops for the monorail on the villain's island HQ. The module mentioned there were such codes, but not what they were. I got to make them up on the spot. I think the discussion would never have ended if I hadn't finally told them that.

  6. #51
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    Re: Best Roleplaying Truism

    The odds of a friendly character being hit by War Eagle's plasma gun is directly proportional to the number of times War Eagle pulls the trigger.
    Ghost Archer of The Wild Hunt - HERO 5th curmudgeon


    "Lead me, follow me but get out of my way!" GSP
    "Imagination is more important than intelligence!" AE
    "If the people fear the government you have tyranny. If the government fears the people you have liberty." TJ
    "Any society that would give up a little liberty to gain a little security will deserve neither and lose both." BF
    "Consistency is the last bastion of the closed mind." RPG

  7. #52
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    Re: Best Roleplaying Truism

    Quote Originally Posted by input.jack View Post
    Too smart...is dumb.

    (Players can out-think themselves, coming up with (a) ludicrously overcomplicated plans for something simple, or (b) torpedoing every perfectly good plan they come up with, because of something that "might" happen).

    I've got one guy just like that in our group. the problem is then he comes up with plans with way more obvious holes in them ( "But what if one of the bad guys read this mornings newspaper")
    " Its not that there are too many fools on the Earth, its that the lightning isn't distributed properly" Mark Twain

  8. #53
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    Re: Best Roleplaying Truism

    One-offs (or single session adventures) - aren't.

  9. #54
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    Re: Best Roleplaying Truism

    Players see their own characters as if drawn by Frank Miller and written by Allan Moore.

    Other players see the same characters as if drawn by Byrne and written by Quesada.

    Nonplayers see splotchy doodles tagged with misspelled graffiti by some guy skulking around their property late at night.
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  10. #55
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    Re: Best Roleplaying Truism

    Quote Originally Posted by CourtFool View Post
    The GM will insist challenges are relative to the characters abilities and will refuse to show you the NPC write ups.

    When your character is killed, the GM will claim it was your own fault for doing something stunninglly stupid.
    I let my players see the npc write ups after the fact ; often the PC outclassed them.

    The other players generally agreed the action taken was stunningly stupid.
    Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.

  11. #56
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    Re: Best Roleplaying Truism

    The campaign you are blase about and forgot all the details of is the one your players consider legendary. Sometimes the opposite is true.
    Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.

  12. #57
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    Re: Best Roleplaying Truism

    Players will complain about GM PCs, and then go looking to recruit them when the adventure starts.
    Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.

  13. #58
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    Re: Best Roleplaying Truism

    Quote Originally Posted by Comic View Post
    Players see their own characters as if drawn by Frank Miller and written by Allan Moore.
    If I get to the point that this is the way I see my characters, someone please shoot me.

    Drawn by Brent Anderson, and written by Busiek or Geoff Johns.
    You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.

    That's what a GM's job is.

  14. #59
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    Re: Best Roleplaying Truism

    Mine are drawn by Drew Hayes and written by David Kemper

    Hmm, I should start a new thread on this...

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    Re: Best Roleplaying Truism

    "There is ALWAYS a Combat Monster in Every Group."

    "When one player starts a fight, the other players MUST join at the behest of the fight-starter."

    "'Gritty-Realism' always favors the Combat Monster because of his tactics, while Role Players are always the first killed because they can't fight."

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