Most DMs know (from experience) Murphy’s Law. It states that if anything can go wrong, it will. These Murphy’s Laws of roleplaying games are brought to you by Maikl of RPG Thoughts, and confirm the inevitability of some things in RPGs, as suggested by yours truly (Immutable D&D Laws) and Stupid Ranger (Some things are inevitable).
- The time you spent on preparing a scene is inversely proportional
to the time it will last during the actual game.
- Players stupidity raises proportionally to the number of hints you give them.
- The players will remember all the in-game mechanics as long as they
are not invented by you.
- There is always at least one pencil, dice or character sheet missing.
- If nothing is missing, one of the players is going to be late.
- The chance that someone will forget about a session raises with the
number of reminders.
- No reminders does not guarantee everyone will be present.
- Players will always try to kill the friendliest NPC.
- If the game goes smoothly and without any problems, it means you
have lost some of your notes.
- If a fight runs smoothly it means your session is not going the way
- In the room you are playing it is always too warm or too cold.
- All the mechanics seem quick and simple until the time they are used.
- The rulebook is full of useful hints, rules and tables except the
ones you are looking for.
- The number of great props is inversely proportional to players’
involvement in the game.
- GM’s involvement in the session is inversely proportional to
- Players’ opinion about the session has nothing to do with the
quality of adventure and storytelling.
- Players’ opinion is based on number of XP and chips.
- There are two kinds of gaming tables you can use: too big and too small.
- You can never sit in a way to see all the players.
- Changing the way you are sitting only makes the situation worse.
How has disaster struck your gaming sessions? Leave a comment!