Friday, November 10, 2006

{*nakakatawa to! (para sakin)*}


Kung matagal na kayong naglalaro ng mga rpg, grabe dito niyo makikita yung mga cliche'!!!
RPG CLICHE'S

examples:

Adam Smith's Revenge
By the end of the game you are renowned everywhere as the Legendary Heroes, every surviving government and authority figure has rallied behind you, the fate of the world is obviously hanging in the balance, and out of nowhere random passers-by give you a pat on the back and heartfelt good luck wishes. However, shopkeepers won't even give you a discount, much less free supplies for the final battle with evil.

Sleepyhead Rule
  • The teenaged male lead will begin the first day of the game by oversleeping, being woken up by his mother, and being reminded that he's slept in so late he missed meeting his girlfriend.

  • "No! My beloved peasant village!"
    The hero's home town, city, slum, or planet will usually be annihilated in a spectacular fashion before the end of the game, and often before the end of the opening scene.

  • Thinking With The Wrong Head (Hiro Rule)
    No matter what she's accused of doing or how mysterious her origins are, the hero will always be ready to fight to the death for any girl he met three seconds ago.

  • Cubic Zirconium Corollary
    The aforementioned mysterious girl will be wearing a pendant that will ultimately prove to be the key to either saving the world or destroying it.

  • Let's Start From The Very Beginning (Yuna Rule)

    Whenever there is a sequel to an RPG that features the same main character as the previous game, that character will always start with beginner skills. Everything that they learned in the previous game will be gone, as will all their ultra-powerful weapons and equipm

    Capitalism Is A Harsh Mistress

    Once you sell something to a shopkeeper, he instantly sells it to somebody else and you will never see the item again no matter what.

    Bed Bed Bed

    A good night's sleep will cure all wounds, diseases, and disabilities, up to and including death in battle.

    Zelda's Axiom

    Whenever somebody tells you about "the five ancient talismans" or "the nine legendary crystals" or whatever, you can be quite confident that Saving the World will require you to go out and find every last one of them.

    Short Attention Span Principle

    All bookshelves contain exactly one book, which only has enough text on it to fill up half a page.

    Apathy Principle

    Your group is the only bunch of people trying to save the world. All other would-be heroes will either join your party or else turn out to be cowards and/or con men.

    Sixth Law of Travel

    Nobody gets to own a cooler ride than you. If you ever do see a cooler vehicle than the one you've got now, at some point before the end of the game you will either take over this vehicle, get something even bigger and better, or else see it destroyed in a glorious blaze.

    Dungeon Design 102

    When you are confronted by two doors, the closer one will be locked and its key will be hidden behind the farther-away one.

    Edison's Lament

    No switch is ever in the right position.

    Puddin' Tame Rule

    The average passer-by will always say the same thing no matter how many times you talk to them, and they certainly won't clarify any of the vaguely worded warnings or cryptic half-sentences they threw at you the previous time.

    Principle of Archaeological Convenience

    Every ancient machine you find will work perfectly the first time you try to use it and every time thereafter. Even if its city got blasted into ruins and the machine was then sunk to the bottom of the sea and buried in mud for ten thousand years, it'll still work fine. The unfortunate corollary to this rule is that ancient guardian creatures will also turn out to be working perfectly when you try to filch their stuff.

    Stop Your Life (Setzer Rule)

    No matter what kind of exciting, dynamic life a character was leading before joining your party, once there they will be perfectly content to sit and wait on the airship until you choose to use them.

    Child Protection Act (Rydia Rule)

    Children 12 and under are exempt from death. They will emerge alive from cataclysms that slaughter hundreds of sturdily-built adults, often with barely a scratch. Further protection is afforded if the catastrophe will orphan the child.

    "You Couldn't Get To Sleep Either, Huh?"

    If any character in the game ever meets any other character standing alone at night looking at the moon, those two will eventually fall in love.

    Materials Science 101

    Gold, silver, and other precious metals make excellent weapons and armor even though in the real world they are too soft and heavy to use for that purpose. In fact, they work so well that nobody ever melts their solid gold suit of armor down into bullion, sells it, and retires to a tropical isle on the proceeds.

    Luke, I Am Your Tedious, Overused Plot Device (Lynx Rule)

    If there is any chance whatsoever that major villain X could be the male lead's father, then it will turn out that major villain X is the male lead's father.

    Flow of Goods Rule

    The quality of goods in the world is dependent upon the shop's distance from the final dungeon. It doesn't matter if the town you start in has a huge thriving economy and is the center of world trade, it will always have the game's worst equipment; and even if that village near the end is isolated and has only three people in it, it will have the game's best equipment.

    "So, Andross, you reveal your true form!"

    You will have to kill the evil villain at least twice at the end of the game. First the villain will look like a person or some creature and be rather easy to kill. Then he will grow to about 50 times the hero's size and be much harder to kill.

    Garrett's Principle

    Let's not mince words: you're a thief. You can walk into just about anybody's house like the door wasn't even locked. You just barge right in and start looking for stuff. Anything you can find that's not nailed down is yours to keep. You will often walk into perfect strangers' houses, lift their precious artifacts, and then chat with them like you were old neighbors as you head back out with their family heirlooms under your arm. Unfortunately, this never works in stores.

    Patawad sa mahabang post. HAHAHAHA! Astig talaga. Napaka-observant nila eh...


    Magnifico ,sumulat noong 12:11 AM

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