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Author Topic: Things Bay12ers can no longer do in a RPG  (Read 36993 times)

Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #255 on: September 12, 2011, 10:08:34 pm »

408 a) Killing Elfis is out of the question.
409. Never tell your enemy how to trap you in a cage.
 409a. Don't help them build the cage (trap) either.
Freakazoid?
Freakasoid!

410. I shall not design a character in such a way that obligates merchandising.
 410a. I cannot sell such merchandising in or out of game.

Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #256 on: September 12, 2011, 10:12:39 pm »

411. Any character that can shoot a hundred bullets per round and dies in a single hit is vetoed. Go play shmups instead.
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Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #257 on: September 12, 2011, 10:16:54 pm »

411. Any character that can shoot a hundred bullets per round and dies in a single hit is vetoed. Go play shmups instead.
411a. If the character is a Miko, it's furthermore vetoed.

412. I ever assigned as a hacker, regardless of skill, "@[=g3,8d]\%fbb=-q)\hK%fg" as an internet address, and hitting delete will not zap me into cyberspace and turn me into essentially a superhero that can regularly break the 4th wall.
413. In superhero campaigns, I shall stick to my duties as a hero, not go gallivanting with the local cop to visit the Honey Harvest Festival, go out for a mint, visit Spumoni-Land, watch a bear ride a motorcycle, watch Congo and guess who's a guy in a monkey suit or a real monkey, or see the largest fringed vest in an art exhibit; during a mission.
414. I can't defeat the big bad by telling it to "Cut it out".
415. Not allowed to have any characters with the name Huggbees because I love saying the word "Huggbees".
 415a. HUGGBEES!!
 415b. Moose.
« Last Edit: September 12, 2011, 10:38:49 pm by Itnetlolor »
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Strife26

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Re: Things Bay12ers can no longer do in a RPG
« Reply #258 on: September 12, 2011, 10:35:24 pm »

416. I may not have a Mk XXVI Bolo.
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Phantom

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Re: Things Bay12ers can no longer do in a RPG
« Reply #259 on: September 12, 2011, 10:38:06 pm »

417. Do not give Phantom's characters the ability to go into a bloodcurdling rage.
418. Do not give him any attacks similar to Street Fighter, either.
419. Same with rather explosive weapons.
420. And finally, no drugs, even if it would save his life.
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Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #260 on: September 12, 2011, 10:39:48 pm »

418.a) No Super  Smash Bros. moves either.
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Yoink

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Re: Things Bay12ers can no longer do in a RPG
« Reply #261 on: September 12, 2011, 10:40:13 pm »

Can I only post incidents from B12 RPGs, or ones from anywhere? If the latter...

421. You may not prostitute the halfling at the city docks to earn back the equipment lost after last night's drinking spree.
421b. Not even if the halfling has 20 Charisma.
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Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #262 on: September 12, 2011, 10:41:07 pm »

420. And finally, no drugs, even if it would save his life.
420a. Marijuana is included among the drugs listed.

Did you choose this number on purpose for this?

EDIT:
These are things I might do in any game that just also happens to work within RPG settings, provided stats and the right rolls and times to apply them. Looking back, I have a frightening amount of silly things to do. Some of them I have applied before in their respective settings (cartwheeling a car was how I managed to take down a target before; cooking food on my heat sinks sounds like something I would do in any setting permitting such actions.).
« Last Edit: September 12, 2011, 10:44:25 pm by Itnetlolor »
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Phantom

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Re: Things Bay12ers can no longer do in a RPG
« Reply #263 on: September 12, 2011, 10:43:08 pm »

Dohoho, not really. Never crossed my mind.


Despite being Californian.
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Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #264 on: September 12, 2011, 10:45:00 pm »

10 a) Anything from here will be sanctioned with exclusion from the game.
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Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #265 on: September 12, 2011, 10:47:07 pm »

422. I shall not open the gates of Heaven and rip open a portal to Hell at the same time at Armageddon to get the Apocalypse over with.
 422a. With a game of rock, paper, scissors.
423. I cannot cast "Giant" on myself and use the buildings in a city as dominoes.
 423a. I shall not reenact the game Rampage.
424. Epic "Final Boss" chanting music shall not be played as I butter toast.
425. Anyone owns a creepy looking puppet/marionette, I shall not cast "life" on the puppet to creep out the owner.
426. If there's a piano in a horror campaign setting, I cannot break the mood with ragtime music.
427. As a psychic, I shall not prepare my mind (Psi-armor) and to assault my target with shock sites/videos. Especially if I force them to watch it in full detail even when their eyes are closed.
 427a. Permanent SAN loss is inherent if this is regular procedure.

EDIT:
429. I cannot use my quantum distortion field to travel to the founding of Rome, and use a time dilation field to technically build it in a day.
430. The greatest threat to the universe is not a little 8-year-old girl walking the middle of the alleys past midnight carrying Quantum Physics books.
431. I cannot make a stand-in by growing a human-sized chicken, and cheaply disguising it to take my place.
 431a. Even if it has a ton of charisma, somebody will still suspect that it's a giant chicken boo.
 431b. Rule 296 shall not apply here either.
432. If there's ever an "It's quiet... too quiet." event, I can't break the silence with a belch or a fart.
 432a. Same applies if after a mission briefing, and they ask "Any questions?".
 432b. Also applies after a negotiation or any other event that yields the "Any Questions/Opinions?" line.
 432c. When overlooking a great vista (deep open cavern, canyon, etc.), this act is discouraged. Even if to see if it echoes.
« Last Edit: September 13, 2011, 11:09:17 am by Itnetlolor »
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Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #266 on: September 12, 2011, 11:02:09 pm »

427. As a psychic, I shall not prepare my mind for and to assault my target with shock sites/videos.
Too late. Entire ecosystems were wiped out.
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Flying Dice

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Re: Things Bay12ers can no longer do in a RPG
« Reply #267 on: September 12, 2011, 11:06:06 pm »

411. Any character that can shoot a hundred bullets per round and dies in a single hit is vetoed. Go play shmups instead.
411a. If the character is a Miko, it's furthermore vetoed.


428. If the character is a memetic sex magnet/thief, it is automatically allowed.
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Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #268 on: September 13, 2011, 06:13:13 am »

428. If the character is a memetic sex magnet/thief, it is automatically allowed.
428a) No, vetoed, and any GM who becomes affected by the memetic sexiness should get walloped with a newspaper for allowing blatant game breakers into the game.
428b) Actually, any character whose charm expands beyond the fourth wall cannot be a PC. (which means that if my dwarf gets as much as a single extra point in diplomacy he will be killed off immediately.)
« Last Edit: September 13, 2011, 06:16:45 am by Darvi »
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NoahTophatz

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Re: Things Bay12ers can no longer do in a RPG
« Reply #269 on: September 13, 2011, 08:32:06 am »

428. If the character is a memetic sex magnet/thief, it is automatically allowed.
428a) No, vetoed, and any GM who becomes affected by the memetic sexiness should get walloped with a newspaper for allowing blatant game breakers into the game.
428b) Actually, any character whose charm expands beyond the fourth wall cannot be a PC. (which means that if my dwarf gets as much as a single extra point in diplomacy he will be killed off immediately.)
428c) unless his fourth wall breaking charm convinces you to not kill him/her/it
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