| Post/Author/DateTime | Post |
|---|---|
| Kaligrad09-23-05, 05:18 PM | 1. The DM is always right. 2. If the DM is wrong, see rule 1. 3. If you can’t write an adventure in a week, you don’t deserve to live. 4. If you hit a man with a sword, it will always deal 1d8 damage plus strength. 5. Paladins’ got it tough: both because their path is the strictest, and because no one seems able to play them right. 6. My god could kick your god’s butt. 7. Never build a fight over a lava pit unless your creature is immune to fire. 8. You can’t take it with you, but at least you’ll get it back when your party rezzes you. 9. Never trust a wish granted by an efreet, a demon, a devil, or an evil monkey paw. 10. Never spend more than an hour building an NPC who will die in the first encounter. 11. Whatever it is you want your players to do, they will do last. 12. Sometimes the most memorable moment isn’t the most scripted, but the weirdest. 13. Never bet on the life span on the bad guy. 14. Planar campaigns are more useful if the players know what the planes are. 15. If it moves, kill it. If it doesn’t move, loot it. 16. Sometimes it doesn’t matter how good your story is; the players want a pirate campaign. 17. They may be your friends, but when they’re roleplaying, all bets are off. 18. If you want good players, make good friends. 19. And if all else fails, TPK! |
| JD09-23-05, 05:27 PM | 20. The world is held together by fluff and fudge. |
| halbarad_66609-23-05, 06:40 PM | 21. If it ain't broke, don't fix it. 22. If it is broke, hit it with a hammer and see if that helps. |
| KJW09-23-05, 06:45 PM | 23. DMs don't kill PCs, PCs kill PCs. |
| ramzafft109-23-05, 07:23 PM | 24. If you're playing good, FOR THE LOVE OF GOD DO NOT KILL THE MONASTIC CHICKENS!!! 25. Despite having INT 13, some players will still look over the ledge a drow with poisoned arrows is firing at. 26. My best friend is actually a check modifier. 27. If a genie gives you a mysterious deck of cards, DON'T DRAW ONE!!! 28. Power gamers occasionally need the ol' "No." 29. If a player dislikes your ruling, refer them to rule #1. |
| Starlight Knight09-24-05, 01:21 AM | 30) Just because they are your friends it doesn't mean they won't turn on you if you don't give them the magic items they want. 31) Just because they say the know how to play the game, it doesn't mean the do. 32) No matter how many characters die, at the end of the day everyone can still go home friends. 33) In the end it's just a game, but the friendships you make can last a lifetime. |
| Disturbed109-24-05, 02:16 AM | 34) good roleplayers with good imaginations are a dm's best friends 35a) the dm is the servent of the players 35b) the dm is always correct...at the players disgression. explanation for 35b- if all players disagree with the dm, the dm can be kicked out, and told not to come back. then, one player becomes the new dm(one less player). the old dm no longer has a group, and must find a new group, as opposed to simply electing a new dm as the players had to do, which can be much more difficult to accomplish. 36) gmail is the best thing to ever happen to online dnd. |
| Surprise09-24-05, 02:30 AM | 37) (Usually believed by players, to the DM's amusement) If brute force doesn't solve the problem, you're not using enough brute force. |
| weasel fierce09-24-05, 02:47 AM | 38) If in doubt, err on the side of the players, because the monsters wont quit the game, if they get killed all the time 39) Know when to say yes 40) Know when to say no 41) There's no adventure thats so good, it cant be crashed by a party of all kender 42) If it moves, and you arent sure, kill it. At least it'll be worth XP |
| LugWrench09-24-05, 02:48 AM | 38. Characters die. Stupid characters die faster. 39. Theres never enough ammo. 40. You never want to hear the word "oops" from the rogue. |
| Alloran09-24-05, 04:20 AM | 43: Chaotic Stupid is an alignmnet. At least one character will almost always play it. 44: WoTC Made a number of PrCs simply to annoy you as a DM. |
| Crystal Monk09-24-05, 09:59 AM | 41) There's no adventure thats so good, it cant be crashed by a party of all kender 48. never allow more than one kender in a party. 49. creative players + a creative DM + mutual desire for everyone to have fun = the best games ever. 50. make sure the monster is dead and not getting back up before you stand around it healing the party. |
| revnk09-24-05, 02:01 PM | 51. It is possible that absolutely nothing exists behind the locked door on the third floor. 52. Check for traps. |
| General_Ridley09-24-05, 02:12 PM | 53. If your party includes a kender, don't let them know that Solunthas exists. |
| TheChilliGod09-24-05, 05:43 PM | 54: The two worst things to ever happen to a DM's campaign are the Natural 20 and the Natural 1. Not caring whether the rolls are in-game ones or out-of-game ones. 55: It is a class feature of at least one player in the group to always be stubborn, disturbing and/or disruptive to every aspect of the game, whether it's his character that just killed the guy you were supposed to be protecting, or the 'proper' share of Coke going round the table. 56: The DM never gets any pizza or complimentary peanuts. Except on airplanes. 57: The most commonly used statement in every game is: "No." 58: The most commonly used statement in every game is also: "Ya miss." 59: The BBEG is always evil. Never ever misunderstood. Nobody feels for the misunderstood BBEG. 60: A scythe is always cooler than a longsword. Always. 61: A Ninja is always cooler than a Rogue. Always. 62: A character concept is necessary to both the DM and the player. The DM gets to provide suitable challenges for the PC's goals, and the player has proof that he is acting in-character whenever he does something. |
| fatal error09-24-05, 06:48 PM | 63. An unfortunately high percentage of roleplayers are chaotic, thus making it difficult to have them all show up all the time. 64. A clue is never too obvious, nor obscure. 65. Sometimes you just gotta wing it. 66. Always help people when they're starting out. |
| stranger_65409-24-05, 07:25 PM | 65. Never ever give the chaotic barbarian oil and a lit torch, NEVER!!!! |
| Rhomphaia09-25-05, 05:43 AM | 66. For great fun, always include a Rod of Wonder in your campaign at some point. |
| Amused Frog09-25-05, 05:54 AM | 67) Good always wins. 68) Evil always returns. 69) The first rule isn't always true. 70) The law of Sod is universal and is stronger than gravity. |
| Kuronue09-25-05, 02:02 PM | 23. DMs don't kill PCs, PCs kill PCs. 23.a: PCs don't kill PCs, stupid players kill PCs 68. Never play with freshmen, and I do mean high school 68.a unless they've been playing since they were six 69. never DM for a player with more books than you 70. Always make it clear that the best way to get a varient rule introduced is to purchase the DM the book :D |
| KeltenVonRatzenberger09-25-05, 02:30 PM | 71- The first thing your players do will be the last thing you expected. 72- If the solution is too obvious, they'll never get it 73- Random killing is always a good reward after a difficult problem |
| Rhomphaia09-25-05, 03:20 PM | 74: When in doubt, throw dice. |
| Demonologist09-25-05, 03:23 PM | 75. Kobolds and goblins were created for the sole purpose of dying |
| Kuronue09-25-05, 03:24 PM | 74: When in doubt, throw dice. 74a: when REALLY in doubt, throw dice... at the monster |
| SwitchUK09-25-05, 04:04 PM | See my sig. |
| Kaligrad09-27-05, 02:47 AM | 76. Never build a monster whose strategy involves going first. 77. Never assume your players know what you're talking about. 78. All suppliments are not created equal. 79. Even core only Faerun Drizzt clones can be interesting if you do it right. 80. Powergamers may be annoying, but at least you never have to ask them to join the adventure. |
| Matafleous09-27-05, 03:33 AM | 81. No matter how cool you think your NPC is one of the PCs wont like it. 82. You will spend an hour or two developing an enemy that the players will kill in a few seconds. 83. Sometimes your players will obtain the final piece of information that makes everything make sense and only realize that they found a new sword. |
| gleep09-27-05, 10:56 AM | 84. No plan ever survives contact with the players. 85. The map is not the terrain. 86. The rules are not the game. 87. The more d20s you roll, the more likely you are to make a critical hit. 88. Even animals can use tactics. 89. Archers can engage an enemy from more than 30' away. 90. There are very, very few spells that can outrange a longbow. --gleep |