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michaeljearley
07-23-2008, 06:50 PM
I've seen them mentioned. Does anyone have a full set we can add too and rip apart?

cplmac
07-23-2008, 06:58 PM
Iv'e never seen an actual printed set of them. Sometimes I wonder if the rule number is just made up on the spot.

michaeljearley
07-23-2008, 07:05 PM
This is my attempt to find out.

tesral
07-23-2008, 07:21 PM
Exactly what do you mean by the term?

michaeljearley
07-23-2008, 07:26 PM
Such as: Dungeoneering rule #37: Let the guy in full plate go down the ladder/rope first.

two add. posts. http://www.penandpapergames.com/forums/showthread.php?t=6976

Aidan
07-23-2008, 08:49 PM
Yes, I made that number up on the spot. Caveat lector.

kirksmithicus
07-24-2008, 12:42 AM
#1 Never go first
#2 Never go last

Aidan
07-24-2008, 01:48 AM
Rule #3: Use the appropriate tool to check for traps before entering any room, such as a rogue or a kender tied to a stick.

Webhead
07-24-2008, 10:18 AM
Rule #4: When discovering ancient ruins/abandoned keep/elaborate cave system/haunted house, do not ignore the calling to explore them and insist to press on in a different direction, or else you invite the ire of powerful gods who may smite you with bolts of lightning/flash floods/hurled game books, pencils or stray dice. ;)

tesral
07-24-2008, 10:35 AM
Rule 10: Never leave an unexplored area behind you.

Rule 11: Don't get caught

Rule 12: Dead adventurers can't spend loot.

Rule 13: Never screw your own people, that will bite you in the end.

Rule 14: The cleric is your friend.

Rule 15: A fool and his Hit Points are soon parted.

Rule 16: Saving your magic until you are dead is never a wise invenstment.

Rule 17: A wizard's best defense is plate mail -- On the fighter in front of him.

Kilrex
07-24-2008, 05:32 PM
So what rule number is "Always go left first"?

shilar
07-24-2008, 09:12 PM
#18 always protect the cleric.
#18.5 (FOR CLERICS ONLY)make them work for it.

Bearfoot_Adam
07-24-2008, 09:18 PM
Rule 19: despite any protests toss the dwarf
Rule 19.5 in a pinch a dwarf in spiked plate is a swell ranged weapon

Webhead
07-24-2008, 11:03 PM
So what rule number is "Always go left first"?

Actually, to quote one of the players in our group:

Rule #20: Always go right and you'll never go wrong.

boulet
07-25-2008, 07:37 AM
#21 don't sample the jello, especially if it's a cube 6' high

tesral
07-25-2008, 09:02 AM
#21 don't sample the jello, especially if it's a cube 6' high

Rule 22: There is always a 10'x10' room for Jello.

DMMike
07-25-2008, 11:05 PM
What about the practical rules?

Rule 23: Always bring a rope, lantern, and water.

Rule 24: Rope or chalk can help you find your way back out.

Rule 25: Follow the locals: they know where the food and water are.

Or Murphy's rules?

Rule 26: If a dungeon room is warm and inviting, avoid it at all costs.

And some good old common sense-

Rule 27: Yes, you may sleep to recover spells. But it had better be behind an inward opening door that only locks on the inside. And you still need to post a watch. And you'd better huddle together under the party blanket, because you can't leave the fire burning; it attracts things that go bump in the night.

Stormhound
07-26-2008, 08:15 AM
Rule 28: Never trust completely in appearances.

Rule 29: When the GM is smiling, something is about to go horribly wrong.

cplmac
07-26-2008, 06:42 PM
...Rule 29: When the GM is smiling, something is about to go horribly wrong.

Hey, I resemble that remark.

Stormhound
07-26-2008, 08:08 PM
So do I, as often as I can possibly manage. And when I start punning, things are going to get even worse...:biggrin:

agoraderek
07-26-2008, 08:41 PM
rule # .5: always bring the dm beer. preferably chimay reserve..

tesral
07-27-2008, 10:25 AM
And the Classic: Rule 27: Meddle not in the affairs of dragons, for you are crunchy and go good with ketchup.

agoraderek
07-27-2008, 06:07 PM
And the Classic: Rule 27: Meddle not in the affairs of dragons, for you are crunchy and go good with ketchup.

we have that sign over puff's cage (he's our bearded dragon, btw) :biggrin:

mrken
07-27-2008, 06:50 PM
rule # .5: always bring the dm beer. preferably chimay reserve..


That was funny. In our group (none of us drink) it was bribe the GM with chocolate. lol Two of the GM's had a sweet tooth. Once one of the GM's gave xp for the chocolate because it was special dark chocolate. lol

tesral
07-27-2008, 07:45 PM
we have that sign over puff's cage (he's our bearded dragon, btw) :biggrin:

SNERK!

Won't quite work over the snake cage.

nijineko
07-27-2008, 09:24 PM
a grimtoothism that got a chuckle from me: (rule #28)


if you hit a halfling in a crosswalk, back up and make sure you finish 'em off. it's easier to beat a murder rap than to pay all the assorted kith and kin injury, damages, pain, and suffering for the rest of its life.

and another for dungeonmasters: (rule #29)


if it's not a six-skuller, don't waste your gold.

Ramzei
07-29-2008, 05:38 PM
#30 Dont be the one that casts fireball or lightning bolt in a 10' cube area.

#31 If you are that guy, don't assume that since everyone died it will be OK.

#32 Even if the GM's significant other is ugly, you never mention it.

#33 Carry as much loot as you can, you can ditch stuff whenever you want. Going back may lead to no loot.

#34 Never tell the GM the last time you played the current module it was a lot harder/easier/different.

If only the above didn't come from experience. :eek:

Valdar
07-29-2008, 07:20 PM
From last week's session:

#35. A seemingly unguarded treasure chest... isn't.