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Author Topic: Things Bay12ers can no longer do in a RPG  (Read 37232 times)

Vorthon

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Re: Things Bay12ers can no longer do in a RPG
« Reply #390 on: January 18, 2012, 10:27:53 am »

618: Not allowed to go overboard on the details for a planet. In all likelihood, the party does not give a shit about the exact axial tilt of the planet they're visiting, nor the little quirks of the dominant culture(s).
618a: Ditto for the exact family history of the gods in a fantasy setting. Nobody wants to hear or read a five-hundred page dissertation on the genealogy of the gods.
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Dsarker

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Re: Things Bay12ers can no longer do in a RPG
« Reply #391 on: January 18, 2012, 02:13:48 pm »

619. Not allowed to kidnap someone to be their dicebot.
619a. Not allowed to then try to 'hug' that person.
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Yoink

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Re: Things Bay12ers can no longer do in a RPG
« Reply #392 on: January 18, 2012, 03:37:01 pm »

620. When acting as a medic, opting for a +20 strength check over a -10 medical check to remove a piece of shrapnel from the patient's nether regions is considered quite unprofessional.
620a. Said patient is then well within their rights to go completely apesh** on your clinic and person.
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Yoink

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Re: Things Bay12ers can no longer do in a RPG
« Reply #393 on: February 10, 2012, 10:16:37 pm »

BUMPING THIS!

621. You are not allowed to start the Mafia in 1400s Romania.
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Alternatecash

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Re: Things Bay12ers can no longer do in a RPG
« Reply #394 on: February 10, 2012, 10:27:01 pm »

622. Even if you hand the DM the plans, along with a detailed summary of where in his campaign world you're finding the materials to do it, you're not allowed to build a man-portable chain-gun in a fantasy setting.
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MaximumZero

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Re: Things Bay12ers can no longer do in a RPG
« Reply #395 on: February 10, 2012, 11:00:32 pm »

622a. This also applies to thermonuclear warheads, intercontinental ballistic missiles, rocket launchers, battleships, tanks and fighter jets.
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Flying Dice

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Re: Things Bay12ers can no longer do in a RPG
« Reply #396 on: February 10, 2012, 11:07:51 pm »

623. Even if you have spare demopacks, you shouldn't automatically throw them at the first people your fellow Troubleshooters decide to shoot.
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TCM

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Re: Things Bay12ers can no longer do in a RPG
« Reply #397 on: February 10, 2012, 11:35:07 pm »

624. A female character wearing a skirt can not treat it like a pocket and use it to carry items, i.e. a first-aid kit.
624a. This means to also disregard any implications made with storing inventory up a skirt.
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Flying Dice

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Re: Things Bay12ers can no longer do in a RPG
« Reply #398 on: February 10, 2012, 11:43:53 pm »

625. When telling the GM that you are going to hide a stolen item in a bodily orifice, specify that it is not your mouth before attempting to talk to the former owner.
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Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #399 on: February 11, 2012, 06:37:04 am »

626. No making a supporter with the explicit intent on not supporting your teammates. You know who you are.

Well, fuck you too. <_<
« Last Edit: February 11, 2012, 06:38:58 am by Darvi »
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Tiruin

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Re: Things Bay12ers can no longer do in a RPG
« Reply #400 on: February 11, 2012, 06:48:22 am »

627: When you know you're about to die, you must do it in the most dramatic way possible. This does not include shouting at the heavens on how you were forsaken/Putting the obvious blame on the nearest sentient being.
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Flying Dice

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Re: Things Bay12ers can no longer do in a RPG
« Reply #401 on: February 11, 2012, 09:49:45 am »

628. "Capture prisoners" is not slang for "shoot them in the face".
628a. While shooting their legs off may be the simplest way to stop them from running, corpses do not make good prisoners.
628b. If you need to clear a building, you should began by searching it, not by destroying the supports.
628c. If some of your would-be prisoners attack you from within a crowd of innocents, area effect weapons are not the ideal way to suppress them.
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Tiruin

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Re: Things Bay12ers can no longer do in a RPG
« Reply #402 on: February 11, 2012, 10:01:53 am »

629. Do not attack random NPCs just for the fun of it. They are as deadly as any PC, if lacking info from the GM, no matter how innocent they look.
629a. If a certain NPC is described as an innocent little child, you cannot attack it unless with good enough reason to. And even then, expect karmic retribution on your side, whether intentional or not.
630. You cannot commit suicide 'just because'.
630a. This includes any form of respawning due to confirmed suicide.
« Last Edit: February 11, 2012, 10:18:42 am by Tiruin »
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Taricus

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Re: Things Bay12ers can no longer do in a RPG
« Reply #403 on: March 26, 2012, 03:00:22 pm »

RISE FROM THE GRAVE ONCE AGAIN!

631: The gungan is NOT allowed to be more competant and/or badass than the rest of the party, with the exception of jedi.
632: One should take care to clear up any misconceptions an NPC has over a PC's profession.
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Aklyon

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Re: Things Bay12ers can no longer do in a RPG
« Reply #404 on: March 26, 2012, 03:05:47 pm »

But you forgot Sith Gungans and Jedi Gungans!
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