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Saturation Law. At any given
point, at least half
of all gamers have plans or dreams of creating and
publishing their own RPG. The fact that many of these
gamers actually succeed has (by this
point) lead to the arguable fact that there are simply
too many RPGs in circulation compared to the total number
of gamers.
Scrawny Mnemonic. Not
necessarily a derogatory
term, the scrawny mnemonic is one of those unassuming,
small-statured LARPers (sometimes a Wallflower, as
well) who has the awesome power
to carry around a full copy of the rules, index and all,
in their head. Frequently consulted by mere mortals on
fine rules points. When Scrawny Mnemonics meet, they can
bang mental databases for
hours, and can be driven out of conversation only by the
need for food, water, or sleep.
Seagalism. When a player
attempts to play the
same character type and personality in every game
they play. (So named for Steven Seagal, who plays the
same damned character every
movie.) See also Freud's Cliche.
SJG Law. Keeping page references
current is
far more important than being able to actually
update a game system. See also the Middle Finger
Evolution Law.
Sociopath And Model Problem.
This is when players
don't get together during character creation and end up
creating characters that are hopelessly, violently
incompatible. (So named for a
short-lived Kult campaign where the two player characters
were a grating, brain-dead model and a misogynistic
serial killer.)
Sovereign Stone Law. RPG
writers and designers
who were legendarily good in the past are not guaranteed
to ever be good again.
Spandex Fallacy Law. All
superhero games have
rules that intrinsically suck. (Exception: Champions...I
think)
Splat. Obligatory
subspecies/subgroup/sub-something that supernatural
beings in modern-day occult games are classified into.
(Example: vampire clans, werewolf tribes and mage
traditions in
the World of Darkness games, prides in Immortal,
covenants in Witchcraft, etc.) These subgroups are often
stupid or illogical, and produce cookie-cutter
characters. White Wolf pretty much started
this tradition, and (like many cliches) it's more true
for them than every other RPG put together.
Splatbook Law. No sourcebook
based on a splat is
ever worth buying or reading unless you're some fanboy
who absolutely must have everything for the game
line...or some embittered reviewer
who needs something new to make fun of.
Star Trek: the Next Generation
Law. In most
games, if you expose an enslaved, mindless, or
assimilated being to freedom, they'll convert to it in a
minute or less and never want to go back.
(Apologies to Heather Grove, who wrote about this far
earlier than I did.)
Stoic Moron Law. Unless they
fail a fear check
(if the game even has fear checks) and the gamemaster
specifically tells them they're afraid, most players will
assume their characters are
fearless and have absolutely no problem doing things like
running through a tunnel full of tarantulas or sticking a
piece of lit dynamite into a towering, screaming monster
made of decaying flesh,
twisted metal, and half-consumed victims.
Synnibarr Biography Law. High
fantasy games with
character levels, mutant super-powers, ultra-technology,
magic, psionics, and other crap can "ring with
authenticity" if the author has studied
engineering.
Synnibarr Biography Law #2.
Jumping off a diving
board is an impressive enough accomplishment to merit
mentioning in your author's bio note (or resume, for that
matter).
Tavern Rule. In fantasy
games, player characters
usually not only start the campaign in a tavern or inn,
but immediately become best friends. As with the
Tolkien Law, this is one of
the oldest cliches in existence...pretty much every
fantasy gamemaster has used it.
Temple Orgy Law. Every RPG
book, especially
modern-day occult ones, must have at least one sexually
themed picture, no matter how out of place the picture
might be. (Clanbook Assamite was a
perfect example: despite being vampires (who have no
interest in sex or any other physical pleasure) and being
Islamic, the Assamites evidently need to throw huge
orgies.)
"The Best Game Since SenZar!"
An obviously
tongue-in-cheek line, best used by game designers who
want to say "I'm pretty sure my game doesn't suck, but I
don't want to sound pretentious."
TINATH. Short for "Teen in a
Top Hat." An
admittedly cynical and derogatory term for the
garden-variety young LARPer who, though attired in shorts
and a T-shirt, somehow feels dressed to the
nines by the addition of a top hat to their wardrobe.
This term is generally used by older, more experienced
LARPers who tend to see acting ability, wit, and social
grace as being more important than
a single expensive prop.
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Copyright © 2002 Jason Sartin
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