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MUD Law. Barring gamemaster
fiat or point abuse,
player characters in almost all RPGs start out at the
bottom of the food chain, with relatively little power.
Class/level systems and the
World of Darkness series are particularly flagrant about
this. (So named for online Multi-User Dungeons, which
typically start characters off with such starkly pathetic
capabilities that woodland
animals are a worthy adversary.)
Multiverser Law #1. It is
more important to
defend oneself from Christian Fundamentalists by
embracing them than to avoid alienating the gamers who
might actually have bought your game.
Multiverser Law #2. The more
a game designer can
needlessly write on and on and on about a concept, the
better. Even simple concepts like surprise and skill
advancement need huge, convoluted,
long-winded passages to explain them. (This might also
have been called the Aria Law, but Multiverser was
a more insidious example of this kind of abuse.)
Multiverser Law #3. Before
publicly declaring
their game to be totally original and unlike all other
games, game designers do not actually need to know
anything about the history of RPGs
beyond AD&D 1st edition. Similarly, these designers
should expect gamers to accept their claims at face
value, and condescend to those who don't.
Multiverser Law #4. It is
acceptable to quote
reviews out of context in order to make your game look
good. In addition, posting the review with a running
commentary for it cannot in any way
be considered "editing". See also the Ministry Of
Truth Law.
Munchkin. Player whose goal
in the game is to
amass as much power and kills as possible, whatever the
costs to role-playing, the storyline, fairness, or logic
(of course, as most munchkins
play Dungeons & Dragons and other class/level games,
things like role-playing, storylines, fairness, and logic
have little place anyway). Often still has pimples.
Everyone by this point has run into
these individuals. The Munchkin's Guide To Power
Gaming (by Steve Jackson Games) offers a detailed and
entertaining analysis of munchkins and their tactics.
Nephilim Law. In modern-day
occult games, mortal
humans are considered to have the same intrinsic worth as
cattle. (So named for Nephilim, a game that is
particularly blatant about this.)
Nixon. A LARP player who, no
matter how charming,
pleasant, and intelligent they might be in real life, is
completely incapable of playing a character that doesn't
immediately come across as
slimy, underhanded, and leering.
Octopoidal Freud Rule. Any
creature with
tentacles invariably has some form of sexual perversion.
Also called the Inju Rule.
Octopoidal Horror Rule.
Creatures from another
dimension or "beyond reality" always have tentacles.
Paper Clip In Socket Law.
Almost all player
character groups will relentlessly screw with anything
out of the ordinary (especially if it looks like
it might contain something). If no
better reason exists, they will do this simply because
the gamemaster put it there. See also Mook Law
#2.
Path Model Rule. Supernatural
powers in games
(especially modern-day occult ones) must be
divided into levels, with one effect or aspect of the
power per level. (Exception: Unknown
Armies)
PBEM Law. Play-By-Email RPGs
invariably fail.
Those that don't are instantly relegated to the realm of
mythology.
PineSol Law. In fantasy
games, all elves should
use foliage types or some reference to the sun in their
names. (Exception: Dark Sun, again) See also the
Axebeard Law.
Power Kill Law. Any "moral"
or "style" commentary
on the gaming industry is an elitism fantasy.
Preteenage Fanboy Law. With
the advent of the
World Wide Web, it is now possible (and apparently
necessary) for idiots to create and post D&D character
classes based on their favorite TV
show/movie/video game: tomb raiders, highlanders, vampire
slayers, power rangers, predators, Matrix dudes, etc.
Psychopath Law. In most
games, player characters
have absolutely no problem butchering anyone it would be
helpful to kill, even if the player characters are
supposed to be nice guys or were
formerly non-combatants. (Exceptions: Unknown Armies,
Kult) See also Hunter Law #2.
Railroading. Any time the
gamemaster will not
allow players to deviate from the adventure's one set
path or even make their own decisions. Campaigns with
heavy railroading offer few draws
over CRPGs or (for that matter) the multitudes of solo
game books that proliferated during the 80's. See also
T-Rex On The Plains.
Reincarnation Homicide
Defense. This is when
players in games that prominently feature reincarnation
(Kult, Witchcraft, etc) stop caring about how many people
they've slaughtered, since the
victims will eventually be reincarnated anyway.
Rolemaster Law #1. Games
need so many
charts that their gamemaster's screen literally takes
half the average gaming table.
Rolemaster Law #2. Although
Rolemaster is still
played even today, its adherents have long since accepted
the futility of defending it against criticism.
Roll-Playing. When character
statistics and
rolling dice (especially for combat) become more
important than role-playing or telling a story. This is
the first kind of gaming style to ever
exist, and is often decried by gamers who forget that
having fun is more important than "creating art". Also
called Rule-Playing.
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Copyright © 2002 Jason Sartin
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