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Grudge Monster. Non-planned
monster/adversary a
gamemaster secretly puts into the adventure after the
players piss him off. The alarming tendency of
gamemasters to use these could also be
called the Primoscene Law. See also the
Assamite Law.
GURPS Law. Universal systems
usually suck more at
emulating genres than the already-present systems they
were designed to hopefully replace. (So named for GURPS,
probably the blandest, most
inflexible universal system ever devised.)
GURPS Metaphysics Law. If a
magic/psionics system
works for one setting, then it is perfectly suited
for all settings! (Exception: GURPS Mage: The
Ascension, GURPS Voodoo...but
that's about it.)
GURPS Sourcebook Law. Many,
many more gamers buy
GURPS sourcebooks than will (or should) ever actually use
the system.
Heroic Fortitude Law. When
wars occur in fantasy
games, the heroic side typically loses almost every
battle, but will somehow win the war.
Herzog's Law. Given a choice
between gaming and
dating, many gamers would be surprised that they actually
have a choice. (So named for Knights of the
Dinner Table's Bob Herzog,
a hopelessly dorkish individual.)
Hiding In Plain Sight Law.
Players in
"inconspicuous monster" modern-day occult games will
never play an inconspicuous character. In
addition, players who actually try to play
inconspicuous characters will inevitably be told by the
gamemaster that they're "being difficult" and that their
characters either don't work well with the party or are
"difficult to fit into the
plot".
Highlander Law. "True"
immortal beings (ie
non-undead ones) in modern-day occult games are always
more vulnerable to decapitation than almost all other
forms of injury. (Exception: Nephilim)
Holocaust Rule. In modern-day
occult games, the
Holocaust is always the work of mortal humanity, never
supernatural beings or conspiracies, who at most merely
took advantage of the
already-occurring atrocities and horror. (Exception:
Immortal)
Humanity Loss Law. Cybernetic
implants
inexplicably strip you of your humanity/empathy. Each
new implant brings you closer to becoming that berserk
sociopath you've always wanted to be. This
idea has never appeared in cyberpunk literature, being
just a ploy to keep power gamers in check. In games with
supernatural elements, implants eat your soul, too
(Rifts, Shadowrun, Obsidian, etc).
Hunter Law #1. A RPG's
artwork does not need to
have anything to do with what the game is actually
about.
Hunter Law #2. Player
characters should always
kill someone if the voices in their heads inform them the
person in question is a monster. See also the
Psychopath Law.
Illiteracy Law. RPG books
always have far more
typos than any other type of publication known to man,
including pornography, online personals ads, and
religious tracts. From a professional
standpoint, RPG books are at best remotely
comparable to other books, but typically they aren't even
that good.
"I'm Different, Too!" Law. In
a typically feeble
effort to establish their own style, most games
(especially modern-day occult ones) will invent alternate
terms for "gamemaster" and
"campaign". The worst of these games will also find
alternate terms for "player" and "game session". This
law is also known as Ackels' Law, after the
creator of Immortal: the Invisible War, a
game that redefined almost every single gaming
term (yes, even "character action" and "levels you
have in something").
Inquisition Rule. In
modern-day occult games, the
Inquisition is always secretly still around.
Intervention Of Reality Rule.
D&D-based novels do
not in any way take into account that powerful D&D
characters can survive massive amounts of damage without
blinking.
Kill Whitey Law. In
modern-day occult games,
Western civilization is an active force for evil, or at
the least dehumanizing and soul-numbing. (Exception:
Unknown Armies)
Kitchen Sink Law. High
fantasy games make perfect
sense (evidently) with ecosystems mismatched with
creatures from every mythology that has cool
monsters.
Kull Effect. When gamers in
medieval fantasy
games play heavy metal or alternative music during the
game. (So named for Kull The Conqueror and its
not-entirely-appropriate metal
soundtrack.)
Law Of Capitalization. 90's
era games
(particularly modern-day occult ones) regularly go out of
their way to capitalize every possible setting concept
and game term.
Law Of Magic(k). "Magic" is
too passe a word -
all games must now pretentiously call it "magick".
Law Of Ruleless Deformity.
Any avant-garde game
must cut out a majority of the rules, and provide only
setting - and the rules they do provide must
clearly suck. Especially true for
modern-day occult games. Also known as the "Let's
Pretend" Law.
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Copyright © 2002 Jason Sartin
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