He who is valiant and pure of spirit may find the Holy Grail in the Castle Aaargh...
Out at the pub with my gamers tonight. (That's roleplaying -- D&D, etc.) In amongst the endless war stories and "which of your characters are you most like?" we codified the Three Cardinal Rules of Gaming:
Rule 1: Never split the party.
Rule 2: If you need information, ask a beggar.
Rule 3: Never keep a diary or journal.
If you've ever gamed, you'll understand, especially Rule 3. Whenever you're in a dungeon, what do you find? A diary that was kept by the skeleton lying in the corner.
We cannot get out. The end comes...drums, drums in the deep. They are coming.
If you don't write stuff down, you'll have a better chance of getting out alive.
I'm not sure how this relates to LJ. *g*

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I mostly run superhero campaigns, and I have a couple rules for those. One is: If you don't do something extremly offensively stupid, your character will pretty much survive anything. The other is: don't tell anyone connected with law enforcement your secret ID unless you want to suffer.
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Leela: Because superheroes cause a lot of collateral damage.
(And *snuggles* to Minnow.)
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I'm going to power down the players in my next campaign--it's going to be an archeology adventure thing set in the Sixties. Psychadelic Tomb Raider, I'm calling it. The players can develop real powers eventually, but they're starting off as puds with guns.
This is the fallout of a ten year campaign whose players can now pretty much destroy or create universes, they've got so much experience.
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Developing powers as you go would be pretty darn fun. I like origin stories.
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