Dec 14, 2011 13:31
I have taken some strange lessons away from RPG campaigns:
In the West: Shooting an ally in the leg to prevent her from doing something stupid is not a sound plan.
Welcome to Infinity: When providing the means to procure illegal hooch for an ally, make sure he signs a waiver.
Artifacts and Kalids: Changing your species to hook up is highly immoral and yet highly effective.
Forsaken Territory: Werewolves are not cuddly.
Castle Ravenloft: A poorly made D20 build can easily die three times in the same campaign.
Chrysolite: Do not waste time developing a biogenetic plague. Someone in the party will get cold feet about releasing it.
The Vacuum: It doesn't matter how much you get paid if your home city falls from the sky.
War of the Lance: It is best not to ask a warlock for clarification on where his powers come from.
Auspicious Beginnings: All the luck in the world won't save you from a nanite-infused super villain with no sense of humor.
Rangers of the Dusty Trail: If a member of your party sees things that aren't there, perhaps he doesn't get an equal vote in group decisions.
City of the Damned: Don’t get involved in family squabbles, especially when one of those involved is packing a dragon-fire shotgun.
The Sound of Drums: If it looks too good to be true, someone wants you dead.
The Golden Gatekeepers: When making wishes, perhaps it is best to take a moment and remember your cousin trapped in hell.
Contact: When purchasing bulk corpses, always inspect the merchandise.
Tales of the Infinity Patrol: If the girl can be two-sides of a love triangle on her own, perhaps you shouldn't hand her a grenade.
Being Human: Creepy dolls make the most loyal friends.
Our Dear Departed: If the price of failure is to become a Lurker, don’t do it!