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The (Un)Official, Metaversal Murphy's Laws of RPGs
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<blockquote data-quote="innerdude" data-source="post: 7044182" data-attributes="member: 85870"><p>34. Players will invariably reference house rules produced by the most incompetent GM imaginable as their primary evidence that GM house rules are "bad" and should never be used, because everyone knows GMs are out to screw the players. </p><p>35. Players will invariably reference house rules they created themselves as being the best improvements to the game since E. Gary Gygax.</p><p>36. The player with the Fighter 1 / Cleric 1 / Wizard 2 / Rogue 1 / Thaumaturge 3 / Warlock 1 / Bard 2 character will invariably scoff at the notion that they really should be playing a generic, skill-based system like Savage Worlds or GURPS, because "that's just not D&D."</p><p>37. Despite the passage of decades and added years of maturity, anecdotes of "bad things happening" at a gaming table when a player was 14 are still considered valid evidence for any manifested issues regarding the current state of a system/group/campaign.</p><p>38. Any attempts by anyone to say "That's probably not the best system to accomplish that goal" will be met with derision and counter-claims of system "elitism" and "edition warring."</p><p>39. The Leeroy Jenkins Corollary: The character/player with the absolute least at stake in a given scene or encounter will invariably be the one to instigate a TPK.</p><p>40. Despite defying all conventions of logic, cause/effect, and the space-time continuum, taverns will remain the temporal vortex surrounding which anything or anyone interesting interacts with the PCs.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7044182, member: 85870"] 34. Players will invariably reference house rules produced by the most incompetent GM imaginable as their primary evidence that GM house rules are "bad" and should never be used, because everyone knows GMs are out to screw the players. 35. Players will invariably reference house rules they created themselves as being the best improvements to the game since E. Gary Gygax. 36. The player with the Fighter 1 / Cleric 1 / Wizard 2 / Rogue 1 / Thaumaturge 3 / Warlock 1 / Bard 2 character will invariably scoff at the notion that they really should be playing a generic, skill-based system like Savage Worlds or GURPS, because "that's just not D&D." 37. Despite the passage of decades and added years of maturity, anecdotes of "bad things happening" at a gaming table when a player was 14 are still considered valid evidence for any manifested issues regarding the current state of a system/group/campaign. 38. Any attempts by anyone to say "That's probably not the best system to accomplish that goal" will be met with derision and counter-claims of system "elitism" and "edition warring." 39. The Leeroy Jenkins Corollary: The character/player with the absolute least at stake in a given scene or encounter will invariably be the one to instigate a TPK. 40. Despite defying all conventions of logic, cause/effect, and the space-time continuum, taverns will remain the temporal vortex surrounding which anything or anyone interesting interacts with the PCs. [/QUOTE]
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The (Un)Official, Metaversal Murphy's Laws of RPGs
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