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Law Of The Humble Designer.
Small press game
writers are always intelligent, friendly, and (unlike
many of their counterparts in large companies) show few
signs of having their heads up their
asses. (There was an exception defined here, but I
censored it, for reasons of cowardice combined with my
total lack of legal representation - Jonny)
Lejendary Law. It is
important to avoid even the
most flimsy pretense for a copyright infringement
lawsuit, even if it makes you look dumb. Also known as
the Aeon Law.
Loonball. Although a highly
useful general term,
"loonball" here applies to a precise form of lunacy.
Specifically, a gamemaster or storyteller who hates
fielding rules questions from
players, so much so that they don't even read or study
the rules to the game they're running. Thus, every major
confrontation in the game is soon complicated by the fact
that the
gamemaster/storyteller gets insanely irritated at their
players for even mentioning the rules, much less asking
questions about them.
Mainstream Impotence Law.
Except for Dungeons &
Dragons (and sometimes not even then), no attempt by RPG
makers to spread their creations to other media ever
succeeds on any impressive scale,
however well done they might actually be. (Emperor Of
The Fading Suns, Kindred: the Embraced, the various
novels for non-D&D games, etc.)
Manslut. A predatory,
perpetually single male
LARPer who spends every minute of every game chasing
skirts. This behavior may verge from the passive and
cute to the idiotic and destructive.
Mass Mediocrity Law. All the
game systems of the
largest game companies suck: Dungeons & Dragons,
Palladium System, GURPS, Storyteller, etc. (Exception:
non-first edition Shadowrun/Earthdawn,
arguably)
Matrix Fanboy Law.
Every gamer group
contains or knows any number of dimwitted gamers who are
(or were) just dying to use The Matrix as the
basis for an RPG.
Middle Finger Evolution Law.
It is not important
for companies and designers to improve or change their
game systems, no matter how many years (or decades)
they've been around. See also the
Gamma World Law and SJG Law.
Ministry Of Truth Rule.
Except where [a rule
Jonny censored] applies, game designers are incapable
of acknowledging bad reviews. One good review is enough
to prove it's a good game and
quote repeatedly, even if there are several bad (and
well-reasoned) reviews to outweigh it.
Mode: Downward Spiral. Any
campaign where the
futility of the players ever succeeding at
anything beyond their own demise or the
destruction of the world becomes apparent after three
game sessions (or less). Usually degenerates into vast
silliness as the players act any way they want to,
knowing the same thing would happen if they actually
tried and went on with the storyline.
Mode: Foot Bullet. Any period
where the
gamemaster has presented a not-entirely-logical puzzle
and lets the frustrated players stumble around for hours
without being even close to the
solution. Most of these involve finding some kind of
secret door, and are colored by increasingly bizarre
and/or stupid actions as the players become more and more
desperate.
Mode: Monty Haul. Any
campaign where the
gamemaster doles out huge amounts of
experience/treasure/power/other rewards. Usually becomes
stupefyingly pointless after the player characters
become the most wealthy/powerful beings in the
universe.
Mode: Schizophrenia. Any game
where a gamemaster
changes the game system he's using for his world more
than once every three sessions.
Mode: Weenie. Any game where
the gamemaster hates
allowing player characters to die, and will secretly
fudge die rolls and involve other deus ex machina to keep
them alive. Once the players
figure this out, the game typically becomes boring,
although safe for the ego.
Mode: Wishful Thinker. Any
game where the
gamemaster is planning to write a novel based on the
game's events. Particularly tragic, as most gamemasters
never actually complete the novel and
even if they do, they are faced with the fact that most
game fiction sucks anyway.
Mode: Zero Sum Game. The
Amber Law in
effect: any game treated as a competitive event between
gamemaster and players.
Modern-Day Occult Game. A
game set in our modern,
contemporary world, except that (unknown to mundane
humanity) magic(k) is real, vampires and/or other
monsters are real, conspiracies are
probably screwing with society, blah blah blah, and we're
usually expected to believe something about all this is
horrifying. Referenced many other times in this list,
the modern-day occult game has
very much become a cliche unto itself, and the genre is
quickly reaching the same point of gross oversaturation
that high fantasy games reached in the 80's and beyond.
See also...well, about half of
this list.
Monkey's Paw Rule. When
players get wishes, the
gamemaster will make every attempt to pervert the wording
of the wish into something harmful (usually by
interpreting the wish as literally as
possible). Legendarily true in D&D games. This often
leads to players taking several minutes (and multiple
breaths) to recite a once-simple wish, in order to close
every possible loophole that could
screw them. (Example: "I wish for a Girdle Of Storm
Giant Strength that doesn't have a storm giant or
anything else already in it and that doesn't already
belong to someone else and that isn't cursed
and that I will receive immediately and that will remain
in my possession and not just vanish or disintegrate or
whatever [inhale] and that..." ad nauseum.)
Mook Law #1. Any NPC who the
players join with
and the gamemaster doesn't bother to name is an NPC that
invariably dies.
Mook Law #2. Any time the
gamemaster describes a
character, the players will assume they're important and
start screwing with/conversing with/stalking them (see
also the Paper Clip In
Socket Rule). On the other hand, gamemasters will
rarely bother to describe anyone who is not important to
the plot of the campaign.
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Copyright © 2002 Jason Sartin
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