Post by @IsNotABomb on Dec 2, 2014 23:31:00 GMT -6
I've actually been asked if I do in fact have a long list that dictates my games? Fact is, I do. I really do. By popular demand, I give you...
Pallasch's Big Book of Tabletop RPG Rules (1-25)
1) Never refuse hospitality after saving the local town. Unless you did something phenominal, never accept hospitality twice for the same deed, unless you're down for a betrayal/romance subplot.
2) Although it seems like a good idea at the time, a solid core group should never have more than two people filling a single role. Three tanks is right out, exceptions exist with hybrids.
3) A team full of hybrids is a recipe for disaster. One 'pure' specialist should always be available.
4) Anything that sounds remotely like a prophecy is true. Period.
5) Never join a playgroup in which the GM is dating a player.
6) Never trust a tank that needs to be 'in the zone,' a good tank is permanently stuck in the zone.
7) If you aren't allowed to build as a team, go with a hybrid on the grounds that it's easier to deal with some overlap than a huge hole in the party.
8) If you're playing with a spotlight hog, make it a point to either get the shrinking violet in the spotlight or kill them.
9) That harmless old guy is an avatar of a god or the main antagonist. Kill or avoid him.
10) If the 'Chosen One' isn't one of the player characters, they'll invariably fail. Kill them and take their stuff.
11) When you absolutely have to pose as someone else, kill them.
12) If you're diametrically opposed to another player character's alignment and the differences are irreconcilable, fight to the death sooner rather than later. A higher level character is a pain to lose.
13) Never trust any NPC who's aligned with you. Kill them.
14) Never trust any PC who's aligned with you. Kill them.
15) Always be wary for treachery. Death stings because it's unavoidable, treachery burns because it is.
16) Abandon the playgroup the moment two players get romantically involved. Exceptions exist if they can be trusted to keep the drama away from the table.
17) Never let the rules lawyer and the munchkin build a character together.
18) If you're in an evil campaign, serve an ideal rather than a God.
19) Loot everything if it isn't in 'civilized' lands.
20) Never pick fights with legitimate authority unless you're with your group.
21) Never let the Concept Build tank.
22) When betraying your party, make it a point to kill the biggest griefer in the group first.
23) If you must sell a soul to a devil, always attempt to leverage your teammate's souls before you leverage your own.
24) Every door has no fewer than 32 hostiles behind it. All of which are hostile. Period.
25) If you have to think about an NPC's disposition, they're probably going to betray you.
Pallasch's Big Book of Tabletop RPG Rules (1-25)
1) Never refuse hospitality after saving the local town. Unless you did something phenominal, never accept hospitality twice for the same deed, unless you're down for a betrayal/romance subplot.
2) Although it seems like a good idea at the time, a solid core group should never have more than two people filling a single role. Three tanks is right out, exceptions exist with hybrids.
3) A team full of hybrids is a recipe for disaster. One 'pure' specialist should always be available.
4) Anything that sounds remotely like a prophecy is true. Period.
5) Never join a playgroup in which the GM is dating a player.
6) Never trust a tank that needs to be 'in the zone,' a good tank is permanently stuck in the zone.
7) If you aren't allowed to build as a team, go with a hybrid on the grounds that it's easier to deal with some overlap than a huge hole in the party.
8) If you're playing with a spotlight hog, make it a point to either get the shrinking violet in the spotlight or kill them.
9) That harmless old guy is an avatar of a god or the main antagonist. Kill or avoid him.
10) If the 'Chosen One' isn't one of the player characters, they'll invariably fail. Kill them and take their stuff.
11) When you absolutely have to pose as someone else, kill them.
12) If you're diametrically opposed to another player character's alignment and the differences are irreconcilable, fight to the death sooner rather than later. A higher level character is a pain to lose.
13) Never trust any NPC who's aligned with you. Kill them.
14) Never trust any PC who's aligned with you. Kill them.
15) Always be wary for treachery. Death stings because it's unavoidable, treachery burns because it is.
16) Abandon the playgroup the moment two players get romantically involved. Exceptions exist if they can be trusted to keep the drama away from the table.
17) Never let the rules lawyer and the munchkin build a character together.
18) If you're in an evil campaign, serve an ideal rather than a God.
19) Loot everything if it isn't in 'civilized' lands.
20) Never pick fights with legitimate authority unless you're with your group.
21) Never let the Concept Build tank.
22) When betraying your party, make it a point to kill the biggest griefer in the group first.
23) If you must sell a soul to a devil, always attempt to leverage your teammate's souls before you leverage your own.
24) Every door has no fewer than 32 hostiles behind it. All of which are hostile. Period.
25) If you have to think about an NPC's disposition, they're probably going to betray you.