100. Science-Magic Equivalence (Citan Rule) Although mages' specialty is magic and scientists' specialty is technology, these skills are completely interchangeable.
101. Law of Productive Gullibility (Ruby Rule) Whenever anybody comes up to you with a patently ludicrous claim (such as, "I'm not a cat, I'm really an ancient Red Dragon") there's an at least two-thirds chance they're telling the truth. Therefore, it pays to humor everyone you meet; odds are you'll be glad you did later on.
102. Perversity Principle If you're unsure about what to do next, ask all the townspeople nearby. They will either all strongly urge you to do something, in which case you must immediately go out and do that thing, or else they will all strongly warn you against doing something, in which case you must immediately go out and do that thing.
103. Near-Death Epiphany (Fei Rule) If the party is not dealing damage to a boss character, then there's a better-than-even chance that someone in the party will suddenly become enlightened and instantly acquire the offensive skill that can blow the creature away in a matter of seconds.
104. Wutai Rule Most RPGs, no matter what their mythology, include a land based on ancient Japan. Full of pagodas, shrines, shoguns, kitsune, and sushi, this completely anachronistic place is the source of the entire world's supply of ninja and samurai characters.
105. Law of Mooks Soldiers and guards working for the Evil Empire are, as a rule, sloppy, cowardly and incompetent. Members of the heroic Resistance Faction are, as a rule, dreadfully weak and undertrained and will be wiped out to the last man the moment they come in contact with the enemy.
106. Law of Traps No matter how obvious the trap, you can't complete the game unless you fall into it.
107. Arbor Day Rule At some point, you're going to have to talk to a tree and do what it says.
108. You Do Not Talk About Fight Club Any fighting tournament or contest of skill you hear about, you will eventually be forced to enter and win.
109. Invisible Bureaucracy Rule Other than the royal family, its shifty advisor, and the odd mad scientist, the only government employees you will ever encounter in the course of your adventure are either guards or kitchen staff.
110. The Miracle of Automation Similarily, any factory, power plant, or other facility that you visit during the course of the game will be devoid of any human life except for the occasional guards. There will not be a single line worker or maintenance person in sight.
111. 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.
112. They Don't Make 'Em Like They Used To (Cid Rule) Modern-day machinery, by contrast, will always break down at the worst possible moment (for example, when you only need one more shot from the giant cannon to defeat the final boss.)
113. Place Transvestite Joke Here (Miss Cloud Rule) If the male lead is required to dress up like a girl for any reason, he will be regarded by everyone as much more attractive than any "real" girl. If the female lead cross-dresses as a man, she will be immediately recognized as who she is by everyone except the male lead and the main villain.
114. Make Room! Make Room! There are always more people in a town or village than there are houses for them to live in. Most of the village is made up of shops, temples, bars, secret passages, inns, and the mansion that belongs to the richest man in town.
115. Law of Scientific Gratification If the hero needs a new invention to progress, he will find out that somewhere in the world someone has spent his or her entire life perfecting this invention, and usually just needs one more key item located in a monster-infested dungeon before it is completed.
116. You Always Travel In The Right Circles Whenever you meet a villager or other such incidental character who promises to give you some great piece of needed knowledge or a required object in exchange for a seemingly simple item, such as a bar of soap or a nice straw mat, be prepared to spend at least an hour chasing around the world exchanging useless innocuous item after item with bizarre strangers until you can get that elusive first item you were asked for.
117. Talk Is Cheap Rule Nothing is ever solved by diplomacy or politics in the world of RPGs. Any declarations of peace, summits and treaty negotiations are traps to fool the ever so gullible Good Guys into thinking the war is over, or to brainwash the remaining leaders of the world.
118. 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.
119. Don't Stand Out Any townsperson who is dressed oddly or otherwise doesn't fit in with the rest of the townsfolk will either:
1. Join your party after you complete some task,
2. Be in the employ of your enemy, or
3. Befriend any female member of the party, and then be immediately captured and held hostage by the villains.
120. Little Nemo Law If any sleeping character has a dream, that dream will be either a 100% accurate memory of the past, a 100% accurate psychic sending from the present, a 100% accurate prophetic vision of the future, or a combination of two or all three of these.
121. 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.
122. Missing Master Hypothesis Almost every strong physical fighter learned everything he/she knows from some old master or friend. Invariably, the master or friend has since turned evil, been killed, or disappeared without a trace.
123. Missing Master Corollary (Sabin Rule) If a fighter's master merely disappeared, you will undoubtedly find him/her at some point in your travels. The master will challenge the student to a duel, after which the student will be taught one final skill that the master had been holding back for years.
124. Gojira Axiom Giant monsters capable of leveling cities all have the following traits:
* Low intelligence
* Enormous strength
* Projectile attacks
* Gigantic teeth and claws, designed, presumably, to eat other giant monsters
* Vulnerable to weapons 1/10,000th its size
* Ecologically sensitive
125. "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.
126. Absolute Power Corrupts Absolutely (Althena Rule) If a good guy is manipulated to the side of evil, they will suddenly find a new inner strength that will enable them to wipe out your whole party with a wave of their hand.
127. All Is Forgiven (Nash Rule) However, when the trusted member of your party turns against you, do not give it a second thought. They will return to your side after they're done with their amnesia/mind control/hidden noble goal that caused them to give away all your omnipotent mystical artifacts.
128. First Law of Fashion All characters wear a single costume which does not change over the course of the game. The only exception is when characters dress up in enemy uniforms to infiltrate their base.
129. Second Law of Fashion Any character's costume, no matter how skimpy, complicated, or simply outlandish, is always completely suitable to wear when climbing around in caves, hiking across the desert, and slogging through the sewers. It will continue to be completely suitable right afterwards when said character goes to meet the King.
130. Third Law of Fashion In any futuristic setting, the standard uniform for female soldiers and special agents will include a miniskirt and thigh-high stockings. The standard uniform for all male characters, military or not, will include an extraordinarily silly and enormous hat.
131. First Rule of Politics (Chancellor's Axiom) Any advisor of a major ruler has been scheming after his throne for quite a while. Thanks to the miracle of timing, you will arrive at the king's inner sanctum just in time for the coup.
132. Second Rule of Politics (Scapegoat's Axiom) If the advisor works for an evil ruler, the advisor is as bad or even worse, and there's a good chance he's the final villain. (See Fake Ending Rule.) If the advisor works for a good ruler, he usually has the good of the kingdom at heart; not that that helps, because your party will invariably be made the scapegoat for all that's wrong with the nation and immediately thrown in the dungeon.
133. Last Rule of Politics Kingdoms are good. Empires are evil.
134. Inheritance of Acquired Characteristics (Ramus Rule) Twenty-three generations may pass, but any person's direct descendant will still look and act just like him.
135. Pinch Hitter Rule Whenever a member of the hero's team is killed or retires, no matter how unique or special he or she was there is a good chance someone will show up to replace them that has exactly the same abilities and can use the same weapons with the same proficiency.
136. Dealing With Beautiful Women, Part 1 (Yuffie Rule) All good-looking young females are there to help you. This rule holds even when the girl in question is annoying, useless, or clearly evil.
137. Dealing With Beautiful Women, Part 2 (Rouge Rule) All good-looking middle-aged females are out to kill you. This rule holds even when the woman in question has attained your unwavering trust and respect.
138. Well, So Much For That After you have completed your mighty quest to find the object that will save the known universe, it will either a) get lost, b) get stolen, or c) not work.
139. The Ominous Ring of Land The classic Ominous Ring of Land is a popular terrain feature that frequently doesn't show up on your world map. Just when you think things are going really well and you've got the Forces of Evil on the run, monsters, demons and mad gods will pour out of the center of the ring and the situation will get ten times worse. The main villain also usually hangs out in one of these after attaining godhood. If there are several Ominous Rings of Land or the entire world map is one big ring, you are just screwed.
140. Law of NPC Relativity (Magus Rule) Characters can accomplish superhuman physical feats, defeat enemies with one hand tied behind their back and use incredible abilities -- until they join your party and you can control them. Then these wonderful powers all vanish, along with most of their hit points.
141. Guards! Guards! (or, Lindblum Full Employment Act) Everything will be guarded and gated (elevators, docks, old rickety bridges, random stretches of roadway deep in the forest) except for the stuff that actually needs to be.
142. Thank You For Pressing The Self-Destruct Button All enemy installations and city-sized military vehicles will be equipped with a conveniently located, easy-to-operate self-destruct mechanism.
143. Falling Rule An RPG character can fall any distance onto anything without suffering anything worse than brief unconsciousness. In fact, falling a huge distance is an excellent cure for otherwise fatal wounds -- anyone who you see shot, stabbed, or mangled and then tossed off a cliff is guaranteed to return later in the game with barely a scratch.
144. 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.
145. Materials Science 201 Everyone you meet will talk enthusiastically about how some fantastically rare metal (iron, say) would make the best possible armor and weapons. Oh, if only you could get your hands on some! However, once you actually obtain iron -- at great personal risk, of course -- everyone will dismiss it as yesterday's news and instead start talking about some even more fantastically rare metal, such as gold. Repeat until you get to the metal after "mythril" (see The Ultimate Rule.)
146. Seventh Inning Stretch (Elc Rule) At some point in the game the main hero will receive a deadly story-driven injury and will be put in a hospital instead of having a mage heal him. This will leave him out of commission for at least the length of two sidequests; the female lead will also be temporarily out of commission as she steadfastly refuses to leave the hero's side. Ultimately a simple vision quest is all that will be required to bring the hero back to normal.
147. Vivi's Spellbook Principle Over the course of the game, you will spend countless hours learning between twenty and one hundred skills and/or spells, approximately three of which will still be useful by the end of the game.
148. Gender Equality, Part 1 (Feena Rule) Your average female RPG character carries a variety of deadly weapons and can effortlessly hack or magic her way through armies of monsters, killer cyborgs, and mutated boss creatures without breaking a sweat. She may be an accomplished ninja, a superpowered secret agent, or the world's greatest adventurer. However, if one of the game's villains manages to sneak up and grab her by the Standard Female Character Grab Area (her upper arm) she will be rendered utterly helpless until rescued by the hero.
149. Gender Equality, Part 2 (Tifa Rule) If any female character, in a burst of anger or enthusiasm, decides to go off and accomplish something on her own without the hero, she will fail miserably and again have to be rescued.
150. Gender Equality, Part 3 (Luna Rule) All of the effort you put into maxing out the female lead's statistics and special abilities will turn out to be for naught when she spends the final confrontation with the villain dead, ensorcelled, or held hostage.
151. Gender Equality Addendum (Rynn Rule) In the unlikely event that the main character of the game is female, she will not be involved in any romantic subplot whatsoever beyond getting hit on by shopkeepers.
152. Stealing The Spotlight (Edea Rule) The characters who join your party only briefly tend to be much cooler than your regular party members.
153. "Mommy, why didn't they just use a Phoenix Down on Aeris?" Don't expect battle mechanics to carry over into the "real world."
154. Gold Saucer Rule The strongest weapons/items/spells in the entire game can only be found by doing things like racing birds.
155. Evil May Live Forever, But It Doesn't Age Well Even though it took the greatest armies in the world and all of the world's greatest magicians to seal away an ancient evil in an apocalyptic war, once said ancient evil breaks free three fairly inexperienced warriors can destroy it.
156. Sephiroth Memorial Escape Clause Any misdeed up to and including multiple genocide is forgiveable if you're cool enough.
157. Doomed Utopia Theorem (Law of Zeal) All seemingly ideal, utopian societies are powered by some dark force and are therefore doomed to swift, flashy destruction.
158. Party Guidance Rule Somewhere in the last third of the story, the hero will make a stupid decision and the rest of the party must remind him of all that they have learned from being with him in order to return the hero to normal.
159. Bad Is Good, Baby! The heroes can always count on the support of good-hearted vampires, dragons, thieves, demons, and chainsaw murderers in their quest to save the world from evil. And on the other hand...
160. Good Is Bad, Baby! Watch out for generous priests, loyal military officers, and basically anyone in a position of authority who agrees to help you out, especially if they save your life and prove their sincerity innumerable times -- they're usually plotting your demise in secret (at least when they can fit it into their busy schedule of betraying their country, sponsoring international terrorism, and stealing candy from small children) and will stab you in the back at the most inconvenient moment, unless they fall under...
161. General Leo's Exception Honorable and sympathetic people who work for the Other Side are always the genuine article. Of course they'll be busily stabbing you in the front, so either way you lose. Eventually though, they'll fall prey to...
162. The Ineffectual Ex-Villain Theorem (Col. Mullen Rule) No matter how tough and bad-ass one of the Other Side's henchmen is, if he bails to the side of Good he'll turn out to be not quite tough and bad-ass enough. The main villain will defeat him easily. But don't weep -- usually he'll manage to escape just in time, leaving you to deal with the fate that was meant for him.
163. All The Time In The World (Rinoa Rule) Unless there's a running countdown clock right there on the screen, you have as long as you want to complete any task -- such as, say, rescuing a friend who's hanging by one hand from a slippery cliff edge thousands of feet in the air -- no matter how incredibly urgent it is. Dawdle or hurry as you will, you'll always make it just in the nick of time.
164. Ladies First (Belleza Rule) When things really start falling apart, the villain's attractive female henchman will be the first to jump ship and switch to the side of Good. Sadly, she still won't survive until the end credits, because later she will sacrifice her life out of unrequited love for the villain.
165. Trial By Fire (Cecil Rule) Any dark and brooding main characters will ultimately be redeemed by a long, ardous, quasi-spiritual quest that seems difficult at the time, but in the great scheme of things just wasn't that big of a deal after all.
166. Key Item Rule Never discard, sell, or otherwise remove permamently from your possession any items you begin the game with or acquire within the first town. This is especially true for items that seem to have no practical use, because of...
167. The Law of Inverse Practicality (Key Item Corollary) Any item that you can acquire will have some sort of purpose. Those that seem to be useless and have no practical value at all, always tend to have great power later on. The earlier you get the item, the later in the game it will be used. The longer the span of time between acquisition and use, the more powerful the item is.
168. Way To Go, Serge It will eventually turn out that, for a minimum of the first sixty percent of the game, you were actually being manipulated by the forces of evil into doing their sinister bidding for them. In extreme cases this may go as high as 90%. The clear implication is that it would have been better to not get involved in the first place.
169. Gilligan's Prescription Any character who has amnesia will be cured before the end of the game. They usually won't like what they find out about themselves, though.
170. 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.
171. World of Mild Inconvenience The devastating plague, noxious gas, planet-obliterating meteor or other large-scale disaster that led to the death of millions will affect your party (and your party's friends and family members) in no way whatsoever, save that a few party members may become lost and you can find them later.
172. Golden Chocobo Principle There will be at least one supremely ultimate improvement for your weapon or some way to make your trusted steed capable of going anywhere and doing anything, requiring hours and hours of hard work to acquire. Once you do achieve this, you will use it once, and it will be completely useless for the rest of the game.
173. Golden Chocobo Corollary The magic formula for acquiring this supreme upgrade will be only vaguely alluded to in the game itself. Ideally, you're supposed to shell out $19.95 for the strategy guide instead.
174. 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.
175. Master Key Rule Any and all locked doors that the characters encounter will be unlocked by the end of the game.
176. "Evil will always triumph, because Good is dumb!" If the villain needs all ten legendary medallions to attain world domination and you have nine of them, everybody in your party still thinks it is neccessary to bring the nine to the villain's castle and get the final one, instead of hiding the ones they've already got and spoiling his plans that way. After you foolishly bring the legendary medallions to the villain's hideout, he will kidnap one of your companions (usually the main love interest) and you will trade the world away to rescue your friend.
177. Dark Helmet's Corollary After you give up the medallions to save your friend/parent/lover/other miscellaneous party member, don't expect to actually get that person back. Sucker!
178. It's Not My Department, Says Wernher Von Braun All space stations, flying cities, floating continents and so forth will without exception either be blown up or crash violently to earth before the end of the game.
179. The Best-Laid Schemes The final villain's grand scheme will have involved the deaths of thousands or even millions of innocent people, the clever manipulation of governments, armies, and entire populations, and will have taken anywhere from five to five thousand years to come to fruition. The hero will come up with a method of undoing this plan forever in less than five minutes.
180. Pyrrhic Victory By the time you've gotten it in gear, dealt with your miscellaneous personal crises and are finally ready to go Save the World once and for all, nine-tenths of it will already have been destroyed. Still, you've got to give your all to save the remaining one-tenth.
181. Poetic Villain Principle (Kefka Rule) All villains will suddenly become poets, philisophers, and/or dramatic actors when a) they first meet the hero, b) they are about to win or their evil plan is finally ready, c) some major event in the game is about to begin, d) right before the final battle, and e) right before they die, when they will frequently be feeling generous enough to reward you with some homespun wisdom about making the most of life while you have it.
182. Compression of Time As you approach the final confrontation with the villain, events will become increasingly awkward, contrived and disconnected from one another -- almost as if some cosmic Author was running up against a deadline and had to slap together the ending at the last minute.
183. 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.
184. Adam Smith's Corollary No matter how thoroughly devastated the continent/planet/universe is, there's always some shopkeeper who survived the end of the world and sits outside the gates of the villain's castle, selling the most powerful equipment in the game, like nothing ever happened.
185. The Long Arm of the Plot Any bad guys, no matter how far they run, will always end up in one of two ways by the end of the game: obviously dead, or on your side. There is no in-between.
186. Apocalypse Any Time Now The best time to do side quests is while the huge meteor hovers in the sky above the planet, waiting to fall and destroy the world.
187. "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.
188. In Your Face, Jesus! Even if you manage to deal with him that time, you're not done -- the villain will then transform into his final form, which is always an angelic winged figure with background music remixed for ecstatic chorus and pipe organ.
189. The Moral Of The Story (Ghaleon Rule) Every problem in the universe can be solved by finding the right long-haired prettyboy and beating the crap out of him.
190. Weapon Rule There's always a hidden creature who is much harder to defeat than even the ultimate bad guy's final, world-annihilating form. It's lucky for all concerned that this hidden creature prefers to stay hidden rather than trying to take over the world himself, because he'd probably win. As a corollary, whatever reward you get for killing the hidden creature is basically worthless because by the time you're powerful enough to defeat him, you don't need it any more.
191. The Ultimate Rule Anything called "Ultima (whatever)" or "Ultimate (whatever)" isn't. There's always at least one thing somewhere in the world which is even more.
192. Know Your Audience (Vyse Rule) Every woman in the game will find the male lead incredibly attractive.
That's about it.
The original site where I found this is over at
http://project-apollo.net/text/rpg.html. Credits to them for compiling this, which in my opinion, was really funny to read (and somewhat enlightening which you can use to make sure you don't end up making a game that is cliché).