What are Rules 1 - 6?
12th Apr 2018, 8:00 AM
What are Rules 1 - 6?
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12th Apr 2018, 8:00 AM

I picked seven arbitrarily, but figure might make a fun game. 6 Roleplay game party rules! Can be for in-character or out of character matters! Only rule is they CAN'T be about not splitting up the party, which is number 7. If you wish to exceed six, be my guest.

See you Saturday.

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12th Apr 2018, 9:27 AM

In no particular order:

1) When in doubt, disbelieve.

2) Do NOT taunt the GM.

3) Explosions can solve any problem. Corollary: if explosion fails to solve the problem, it wasn't big enough.

4) Remember your doppleganger checks.

5) ALWAYS check for traps, especially if there really shouldn't be traps.

6) Stake the doors. Seriously, stake the doors.

Off the top of my head, I'm sure someone with more table-top experience can do better.

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12th Apr 2018, 11:02 AM

So...I should jab a wooden, or possibly metal or some other material, stake into a door? Are doors suddenly vampiric and nobody told me?

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13th Apr 2018, 9:02 AM

Oh is this not a common thing? My knowledge of this practice comes from Knights of the Dinner Table.

In essence, when entering a room, you drive a stake (of some setting-appropriate material) into the ground by the door to keep it from closing on you and trapping you. This is referred to as 'staking the door'.

Also known by the same name is the converse practice: when executing a retrograde advance (ie, running away), sometimes a stake is driven in to keep a door CLOSED so that monsters have a harder time following you.

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12th Apr 2018, 9:38 AM

Rule Number 1: Don't talk about Fight Club.
Rule Number 2: Swear Jar.
Rule Number 3: Profit.
Rule Number 4: The GM can be overturned solely by the parents of the minors in the party.
(Robot) Rule Number 5: Keep your piehole shut.
Rule Number 6: If all else fails, believe in Steven.

Credit to anyone who knows where Robot Rule Number 5 comes from without looking it up.

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kirby_star (Guest)

12th Apr 2018, 2:35 PM

Rule 8: Push and pull all doors before resorting to breaking them down.

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13th Apr 2018, 4:36 AM

Don't forget to slide it, too!

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Syrael (Guest)

13th Apr 2018, 2:12 AM

Rule 1: If it moves hit it til it stops, then hit it once more to be sure.
Rule 2: If it doesn't move, hit it til it breaks.
Rule 3: If all else fails use fire.
Rule 4: Always check behind the waterfall
Rule 5: It doesn't matter if you win or lose as long as you look cool doing it
Rule 6: No need to be scared when you're prepared

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Gabrote42 (Guest)

20th Apr 2021, 10:29 AM

Rule 1: Read everything that's not above your cleareance level
Rule 2: Pass everything through your GM, and keep changing it up each time it's refused until it's accepted.
Rule 3: Classify your players into mental lists of behaviors.
Rule 4: Do not attempt to control your (fellow) players or GM.
Rule 5: Use everything in your lists. If you don't use it you are wasting speed/slots.
Rule 6: Poke things with a pole/fake command if it won't cost actions.
Rule 8: If This isn't Star Wars FFG, keep the rules lawyer on your side just in case.
Rule 9: If you know of other games, keep them in mind. You never know when you can prevent a newbie from becoming a murderhobo by sacrificing 3 body parts in masterful roleplay.
Rule 10: Fun is secondary to guaranteeing future enjoyment. Don't destroy your social standing or tolerate horrible people.
That's my beta test of the rulebook.

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