Re: OT: Narf has gone looney and wants to GM.
Things Adventuring Parties Should Do:
1) Do not break the law.
2) If you must break the law, first research the legal system of the area, including its penalties, the best legal defences and how efficient it is.
3) There shall be no negociation with evil people trying to obtain ultimate power. All such people shall be slain at the earliest and best opportunity.
4) An apocalypse is not an excuse to let them gain ultimate power; it'll just make things worse.
5) Listen to the cat, for the cat is smarter than you.
(Quinn insisted I add that last. Pushy cats...)
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