Role-Playing Game

Role-Playing Game

A role-playing game (RPG) is a type of game where players assume the roles of fictional characters via role-playing. In fact, many non-athletic games involve some aspect of role-playing; however, role-playing games tend to focus on this aspect of behaviour.

Game Mastering Laws
  • When you finally find the perfect game, no one is available.
  • Players will always find the hidden flaw in your master plan.
    • Corollary: If there is no hidden flaw, it's against the rules.
    • Corollary: If it isn't against the rules, one player will convince the others it is.
  • The percent of time spent bickering over what to do next is inversely proportional to the importance of the subject being fought over.
  • The chance of a plan being set aside by player choice is directly proportional to the amount of time spent working on it.
  • If it is absolutely vital that the players notice something, they will not.
    • Corollary: If they make a check to see it, they will fail.
  • If it is absolutely important that players do not use meta-game knowledge, they will.
  • The one time you bend the rules for someone is the one time everyone notices it.
  • The amount of missed attack rolls is inversely proportional to the importance of the battle.
  • Any and all jokes will be misunderstood as insults, clues, or just plain missed.
    • Corollary: Any and all clues will be misunderstood as insults, jokes, or just plain missed.
  • Luck in dice rolls varies inversely with role-playing ability.
  • When the players are up against the main enemy, they will instantaneously kill him with one lucky shot. (Adam's Law)
    • Corollary: If they do not kill him within the first 3 rounds, they will all die.

Roleplaying by Messageboard Laws
  • Nobody knows why the game isn't moving, but everybody has a theory.
  • The GM is never on ICQ.
  • Neither are any of the players.
  • Players will never cease to take advantage of the fact that you can't slap them silly through the net.
    • Corollary 1: After you spend a few hours editing the incoherent garble of a player into a readable post, he will announce that you suck and leave the game.
    • Corollary 2: After you spend a few more hours writing his character out of the story, he'll come back and bitch at you for forcing him out.
  • Murphy's Law of Character Sheets: Organized. Readable. Complete. Pick any two.
  • Murphy's Death Spiral: The longer the campaign goes on, the more you will have to power up your villains to challenge the demi-god player characters.
    • Corollary: The player with the most powerful character will complain about lacking realism.
  • Nobody is lazy; they just need a bit more time to perfect their long and detailed posts, which will be totally awesome pieces of roleplaying.
    • Corollary: You'll have to write it yourself.
  • You'll either be overrun by newbies who have totally cool original new characters (all expressions after 'have' being debatable) who'll then quit two days after their introduction to the story, or left totally deserted without any players at all.
  • The amount of work that went into planning your new campaign is inversely proportional to how many people will want to play it.

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