Grand Tabletop Rules List: Difference between revisions

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'''Rule Prime - All The World Is Your Enemy:''' The GM is cruel, incompetent, trying to railroad you through a pre-planned path, or any combination of the three. The other players are useless noobs or cutthroat munchkins out to kill their fellow [[Player Character|PCs]] (and steal their stuff!), and you'll have to be an even better one to survive. Coherent plot and story, let alone any kind of collaboration between [[GMs]] and Players is a pipe dream. Trying to talk to the group about any concerns can only make them worse. The guy who brought snacks is actually a government assassin wearing a rubber mask, and the snacks are deadly poison. This is the underlying assumption behind the rest of this list - if it doesn't apply to your gaming group, not only might this list misinform you, it might send you into a spiral of suicidal depression from which your love of gaming never recovers. On the other hand, if you live in a webcomicweb comic of any kind, this is ''always'' true.
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'''Rule 0 - Don't Give The GM Ideas:''' ''Keep your mouth shut.'' This seems mean to the player, until you run into a situation like this:
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'''Rule 2 - Everything's a Trap:''' The Mook is a decoy. The Treasure Room is actually the mouth of a monster. The GMPC is part of an underground conspiracy to kill you. The ship you're on is a secret pirate ship. The ruins are rigged to fall at any second. The gem will steal your soul. The treasure chest has a trap in it. The trap you bought for your Ranger to use is actually rigged to trap you.
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'''Rule 3 - Know Your God:''' If your GM has just started playing ''[[Star Wars]]: [[Knights of the Old Republic]]'', start playing it too. It's likely that some element from it will come up in some way or another.
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'''Rule 4 - Cautious Bell Curve:''' Works something like this:
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