Hmmm.
There's no way in
any plane I'm going through all of the preceding remarks, so please bear with me if some of these are repeats
337: The Crossroads Tavern has
n+1 dark, shadowy corners, where
n is equal to the number of people in the room, minus a given newcomer, when said newcomer first enters.
338: Regardless of the setting being enforced, there will at any given time be 2 characters who are actually making an effort to play according to it, and 99% of the time one of them is a WizO who is required to. Of the remaining characters present, 1/3 play at being from another setting, but throw creatires, items, and so forth that specifically don't exist in that setting... from the proper setting... and call it "playing by the setting rules." The remainder either don't give a damn, or don't have a clue... and probably can't spell 'setting' or 'character' anyway.
339: 99% of the Drow on Oerth are Vampires.
340: Opposites attract. If there is a single demon, and a single celestial in the room, at any given time, they're cuddling.
341: Like does not repel like; like and like cancel each other out. Example: Drow hate the sun. Vampires hate the sun. Drow Vampires are, therefore, naturally, frequently active aboveground and during the daytime.
342: All I Need to Know about Greyhawk I Learned from Chapter 4 of the Player's Handbook.
343: When attempting to start a bulletin-board based game, which begins with an announcement similar or identical to "This is a v.3.5 D&D game; the Player's Handbook is required to participate," the first 1d4 replies are guaranteed to be queries as to whether or not character sheets, dice, or knowledge of Dungeons & Dragons are necessary to play.
344: Tying in with #343, when attempting to begin a bulletin-board based game which is proclaimed as being setting-specific, the first 1d8+2 replies received are from people who don't know anything about said setting other than its name.
345: Characters who adhere to the alignment tendencies of their race are almost as common as people who have the proper body mass index, according to their height, as stated by that funny little chart in your doctor's office.
346: Two out of every three Paladins are mysteriously mis-aligned, whilst retaining their powers. The third has Lawful Good down-pat, but there's a 66% chance that they can't spell Paladin correctly to save their life.
347: A character who attains, earns, manifests, or reveals a secondary focus, such as a Fighter who learns to play the lute or a Rogue who studies magic, immediately becomes just as proficient in their new area of study as they are in their original specialization.
348: Misery (a) loves company, and (b) is contagious.
349: In an activity which is widely regarded as being pursued due to its fantasy-escapist element (i.e. "I wish I could be...") there is an alarming number of vampires, slavers, murderers, thieves, cutthroats, and... most alarmingly of all... helpless maidens whose only apparent purpose in the tavern is to be victimized by one or more of the aforementioned.
350: Tying in with #349, in an activity which is widely regarded as being escapist, a fair number of guys with macho, powerful primary characters, have a list of secondary characters... all of whom are female.
351: Demons, Devils, Angels and other spiritual entities... embodiments of philosophies who are only what they are, because that's what they embody... can change their outlook on life, without changing form (i.e. a fallen angel is a fallen angel, not a demon; likewise, a demon can not only reform, but remain a demon after doing so).
352: 99% of the orcs, giants, trolls, etc. portrayed in the Crossroads Tavern are of above-average (i.e. human-level) intelligence and general mental capacity for their race.
353: The most popular and frequently-used features of the Tavern, such as its 'rafters,' don't actually exist.
354: Despite the fact that the Crossroads Tavern has built-in portals to Juxta, which in turn has built-in portals to just about everywhere, 99% of those who portal in do so obviously under their own power, wasting an ability which is only possessed an unlimited number of times per day by Gods.