righty tightey, lefty loosey


log in or register to remove this ad

When the kender says 'oops', run. Faster you fool!

The sleeping dragon you see, isn't sleeping.

Never ever say 'it's only a kobold'.

When in doubt, overkill.

When the gnome activates his invention, stay behind that boulder. Yes, the one behind that mountain over the horizon.
 

One that pops in my game all the time.

"Right hand rules"

When ever you are exploring Dungeon,cave old castle, building what ever if you come to a fork in the road always take the one on the right first or to put it simply you take the right path :p
 

Dagger75 said:
When ever you are exploring Dungeon,cave old castle, building what ever if you come to a fork in the road always take the one on the right first or to put it simply you take the right path :p

Funny. In our campaigns we always say "Real roleplayers go left"


Never enter an ass-kicking contest with a hamatula.

Always get the gentleman's true name and home plane.

Nothing you can possibly beat smiles after you crit it.

If the enemy's caugt with no way of escape, so are you.

If someone offers you first strike, take it (and prepare to run)

Don't insult a god if you're standing in his high temple. Or in any of his temples. And don't spit at his likeness. Especially don't take a leak on his likeness!

There's no greater sign of danger than the DM saying "It doesn't seem to be trapped"

Sometimes the shout of an owl is just that (DM remarks like "you hear an owl shooting" can result a three-hour-search - real time! - of a perfectly harmless and irrelevant forest)

If it works twice it doesn't mean it will work a third time!
 

Here are some of our proverbs:

- The left way is always the right way.

- Always let someone else open the doors.

- If it rends, RUUUUUUUN!

- Always be somewhere else when someone else opens a door.

- Never say you enter a room, always take good look first.

- The guy in front says which way to go, otherwise you might be become the on 'in front'.

- Protect the healer.

- Be nice to the healer.

- Never disturb the rest of the dead when you're in a module converted from a different RPG system.

- Plunder any grave but avoid coffins and sarcophagi.

- There's always someone more powerful than you are.

- 'Funny' doors are best opened by mage hands, unseen servants and summoned minions.

- When the DM sets up walls on the battlemat and asks for a marching order but doesn't place any enemies, assume an ambush.

- Always draw your weapon before entering the dungeon.

- That wizard covering your back will be the first to run away.


~Marimmar
 

I've got a nice list of these at home that I'll have to post later.

The one that our group seems fond of recently is:

"There is no 'Plan B'. It distracts us from 'Plan A'."
 


If you find the perfect place to make camp for the night, keep going for another hour.

(I remember a module in the days of 1E where it literally said 'you find the perfect place to camp'. And during the night you get ambushed ;))
 

"If you've already gone to the trouble to get behind it, may as well backstab while you're there."

"The market value for a party member's underthings is never equal to what stealing them is going to cost you."

"DO NOT GIVE THE GODS IDEAS."

"The universe is kind to the persistent."

"If you think you're not going to get away with something, you won't."

"Keep your pockets full. Nothing is so useless that it can't come in handy for something, and the universe tends to forget about your inventory of worthless things."

"Do not waste yourself on small scams and petty thievery. Scam big, steal everything. The punishment isn't all that much worse for getting caught, and if you steal something important enough, no one can touch you."
 


Remove ads

Top