This topic is for quotes about roleplaying. Whether the quotes are deep and meaningful, or lighthearted and funny, feel free to post any quotes you find here!
First Quote:
"Good villains think theyâre right in what they do. Great villains actually are right.â
@SlyFlourish
âWhen in doubt, have a man come through a door with a gun in his hand.â
Raymond Chandler
(Technically a quote about writing, but I think it still applies)
Remember: That which does not kill you was simply not permitted to do so for the purposes of the plot.
What doesnât kill you makes you stronger⌠because you get XP for surviving it.
-A friend of mine
They will definitely ask the bartender about the clues, what else they would do?
- My little brother preparing for his first session as GM
Guaranteed, if you [The GM] make the trap completely inescapable, they [The Players] will come up with a dozen different ways to get out of it. If you provide three different ways to avoid or escape the trap, theyâll miss them all and quite possibly end up having to create new characters.
If I may dare to quote myself:
I can tell you arenât experience roleplayers. If you were, youâd probably have dug through every crate and ruthlessly grilled every person in the convoy to try and discover what the nefarious GM is up to.
To some young 'uns Iâm GMing for.
The logical argument is a good way to establish the facts about a situation, presenting irrefutable evidence to any potentially hostile NPCs that youâre innocent of whatever theyâre accusing you of, or theyâve made some sort of amusing mistake, or that despite all appearances youâre not really trespassing on their property to steal their valuables.
Failing having the facts on your side, the faux-logical argument is just a good way to bamboozle your foes long enough to make a break for it.
Stuck for a way to interpret a critical failure roll? Just negate everything the character was trying to do.
(Works best for attempt descriptions with an odd number of negatable phrases.)
GM: The wall is 8 metres high, completely smooth, without any visible seams or protrusions, and coated with pork fat.
Player: I climb it.
GM: ⌠Um⌠how??
Player: You never said I couldnât climb it!
GM to PC: You receive instructions to find and use non-lethal force to subdue the
assailant. (another PC)
PC: Okay I walk around to find him.
GM: Heâs easy to spot.
PC: I shoot him.
GM: Stun setting?
PC: Nah, I aim for the legs.
Incident that happened in one of my games where two of the PCâs got into a fight and the looser happened to own an assassin droid played by another player.
Itâs uncanny how much players struggle with the âyou canât blow it upâ concept
-One of my regular Players
My 15 year (at the time) years old son when asked in his first ever Edge game: âThereâs a group of 4 Stormtroopers walking in the direction of the person youâre âShadow Bodyguardingâ. What will you do?â
His reply: I throw a grenade
âI throw a grenadeâ or âGot any grenades?â became a quote for that round of gaming and the default combat action
âHold my dignity, I got some sketchy stuff to doâ
Shadow when actually trying to scare Govenor Pryce
Dropping clues about some important plot point in your adventure is a good way to reveal information. Because if the players work it out for themselves, they feel really clever.
And if they donât work it out, you can reveal it yourself and then point out all the clues you gave them and how clever you are for making it all seem obvious in hindsight.