Murphy's Laws on Adventuring

Bullgrit

Adventurer
I wrote up a Murphy's Laws list for D&D adventuring many years ago (when playing AD&D1) -- based on Murphy's Laws of Combat, which you can probably find online somewhere.

Some of these items are more related to AD&D1 situations and tropes, but some were still relevant with D&D3 (when I originally posted it on the Internet). Do these still hold for D&D4?


MURPHY’S LAWS OF ADVENTURING

There is no such thing as a perfect plan.

No plan ever survives contact with the monster.

If it’s stupid but it works, it isn’t stupid.

The easy way is always trapped.

If you don’t check it first, it is trapped.

If you do check it first, you won’t find the trap.

If the room is full of treasure, it’s a trap.

If the room is empty, it’s a trap.

When in doubt, send in a henchman.

Pit traps are True Neutral.

The area of effect of a fireball always includes a wounded friend.

Teamwork is essential; it gives the dragon other people to attack.

Don’t look conspicuous; it draws attacks. For this reason, it is not at all uncommon for mages to be known as arrow magnets.

If you have secured the area, make sure the monsters know it too.

A charging tarrasque has right of way.

Anything you do can get you killed; including nothing.

Make it too tough for monsters to get in, and you won’t be able to get out.

There is always a problem that could be solved by a spell you didn’t prepare.

Rear attacks only occur when all the fighters are at the front of the marching order.

Experience Point math: 1 orc + 4 rats = 2,000 xp each.

There is always a way, and it usually doesn’t work.

The most serious wounds come after all cure potions have been drunk (or the cleric is killed).

Fireball is not a melee weapon.

The truly powerful magic swords do not emit light.

Really interesting magic items look like common trash.

A pile of old rags always conceals an Elven Cloak and Boots.

The main leader’s chamber always has a secret door.

Gems or a magic item can always be found at the bottom of a well, under a pile of bones, and inside a large monster’s stomach.

Never let the rogue open a chest unsupervised.

Spell books always have the first page magically trapped.

That ring of featherfall is really a ring of delusion.

Leave the dragon egg alone. Dragons do not make good pets.

That attractive tavern patron staring at you is a vampire.

Wandering encounters only occur when you are not prepared.

While on night guard duty, you should wake up your companions before investigating that strange noise in the dark.

That bridge across the deep chasm is an illusion. That boulder rolling down the hill at you is not.

When faced with a lever, don’t pull it. When faced with a button, don’t push it. When faced with a choice, don’t choose.

Secret doors are always found by the character who thinks the search is a waste of effort.

Potions never have labels. If a potion does have a label, it’s poison.

Wands found in a treasure pile never have more than 5 charges.

Wands in the hands of an enemy wizard never have less than a full 50 charges.

Fighters should always specialize in swords. You’ll never find a magic voulge.

If you need a 2 or better to hit, you’ll roll a 20. If you need a 3 or better, you’ll roll a 2. If you need a 20 to hit, you’ll roll four 19’s in a row.

If you dropped your rations to distract a pursuing monster, you’ll find out afterward that it was actually your bag of gems that you dropped.

Critical hits only happen when fighting goblins. Fumbles only happen when fighting giants.

Only magic weapons break.

Any valuable item found in an evil temple is cursed.

If you survive, it’s because you are a coward.

If you die, it’s because you are stupid.

* * *

Posted here: Total Bullgeek

Bullgrit
 

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Bullgrit.. good stuff!
Altho IMHO:
Fireball *is* a melee weapon.... regardless of edition :)


Thondor, click on that pic of a scale to the left...
<------ {on his post.. not mine!.... well, on mine too if you want :)}
 

Awesome stuff and true. I'd add these two:

Monsters with no treasure trove have a small valuable item stuck in their gullet.

The BBEG is in the back center portion of the map, unless you start by looking in that location.
 

If it’s stupid but it works, it isn’t stupid.

The area of effect of a fireball (grenade/rpg) always includes a wounded friend.

Anything you do can get you killed; including nothing.


Those made me laugh out loud.
 


Those made me laugh out loud.
Mods: I didn't mean for this thread to be taken as humor -- I was simply offering up some interesting and serious tropes often come across in the game. Such things need to be seriously discussed so all our games and experiences can be seriously enjoyable.

So please don't lock this just because some folks try to threadcrap this to a "humor" angle.

[This was a response to the April 1st "new rule" for the forum.]

Thanks,
Bullgrit
 
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Mods: I didn't mean for this thread to be taken as humor -- I was simply offering up some interesting and serious tropes often come across in the game. Such things need to be seriously discussed so all our games and experiences can be seriously enjoyable.

So please don't lock this just because some folks try to threadcrap this to a "humor" angle.

Thanks,
Bullgrit

Too true. The themes and devices that are used in D&D adventure design are never humorous, but are in fact a wry parallel to the choices and struggles we face in our lives every day.

If you don't pull the lever, it disarms the trap. If you do pull the lever, it sets it off. This Catch-22 is an obvious reference to the novel by the same name, which is often mistaken for a work of sarcastic humour. In fact, it is a double-sarcastic work of meta-irony that only serves to highlight the horrors of the inevitable death of the reader in the fullness of time. Any enjoyment derived in reading such a book is not the intent of the author, and--in certain literary circles--is a moral offence on the level of orphanage arson.

Of course, D&D is traditionally "played" by those who assume the "rôle" of a character in order to explore serious themes (primarily those on the absinthe-soaked domain of existential philosophy), in order to provoke and/or invoke Angst in the player in order to allow them to see the zero-sum "game" that society has become as a consequence of the stark realities of economics and power inbalances. Which is of course why it is called a "rôle-playing game". These power imbalances can manifest themselves in the game in many ways, such as the domination of combat by wizards, who use no weapons, compared to fighters, whose whole purpose is to dominate combat through the use of weapons--a pithy irony!

Certainly these themes change over time. For example, in 1st Edition, poison was an instant-kill effect, and a player's life was always one needle trap away from extinction. This symbolized the impermanence of existence and the indifference of the Ineffable, as represented by the Dungeon Master. In 4th edition, poison is merely one more source of damage among many, which pulls the player into an engagement with the metaphysics of ennui.

In conclusion, Dungeons and Dragons (another essay could be written on the title alone!) is serious business. Anyone who finds humour in its dark topics, or really even so much as cracks a grin at the game table, is DOING IT WRONG. If they want to have "fun" playing their "games" they should take up a carefree, froo-froo hobby like soccer or Halo Wars, and leave true Rôleplaying Gamers to the maudlin introspection that is necessary for real enjoyment of life.
 

Of course, D&D is traditionally "played" by those who assume the "rôle" of a character in order to explore serious themes (primarily those on the absinthe-soaked domain of existential philosophy), in order to provoke and/or invoke Angst in the player in order to allow them to see the zero-sum "game" that society has become as a consequence of the stark realities of economics and power inbalances. Which is of course why it is called a "rôle-playing game".

The absinthe of an absolutely serious approach to gaming sometimes makes me laugh.
 

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