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You're probably a dysfunctional gamer in a dysfunctional gaming group if:
Deep down you're kind of relieved when you get a
phone call telling you that tonight's game session is cancelled.
Most scenarios you play end during the briefing
(although this is pretty normal for Paranoia scenarios).
Your characters murder hobbits.
On evenings when you can't make it your
character suddenly metamorphoses into a brave, unselfish warrior who insists
on going first into each encounter, and ends by heroically sacrificing himself to
save his comrades. (When you call up you ask how the session went you just
get told: "You died... sorry.").
You've ever had a character killed in an argument
over bog (toilet) roll.
50% of campaigns get no further than the
rolling-up of characters; a further 25% get no further than one play session;
you've never had a campaign last more than about a dozen play sessions.
When you create characters you're thinking of
ways you can kill off the other characters, selecting your skills and powers to
attack their weaknesses.
When you create characters you're thinking of
ways you can defend yourself against the other characters, selecing your skills
and powers to counteract their strengths...
Nobody EVER plays a wizard.
The barbarian PC runs a protection racket against
the other members of the party.
Your group has player(s) who just won't shut up.
This typically happens when their character has gone off alone to do
something, the GM has switched his or her attention back to the other players,
but is constantly interrupted by the player of the absent character saying: "Oh
and I do this..."
The best game sessions are the ones where
no-one's up for GMing so you just sit round and chat.
You think that your game has too many players but
you're scared to say this because you think the other guys might suggest that
you're the surplus member.
Your group has players who constantly act on
information that their characters don't actually possess (like when all players
have heard the GM tell the player of one character of something his character
has seen or heard - but all act upon it).
The GM lets the characters get away with murder
(literally) even though the crime was blatant, no attempt was made to conceal
or cover it up, and any half-decent investigator could solve the crime in the
time between breakfast and lunch.
You once had a combat in a super-hero game
which included six separate warring factions (three of which belonged to the
player character group).
You once had a cunning plan involving
gunpowder and undead chickens...
The GM once dropped an asteroid onto a city
(Memphis) causing a multi-megaton explosion - just to force the characters to
move in the direction the scenario said they should.
Your character dies nearly every gaming session
(either you're dysfunctional or the GM is).
When two characters stumble across a set of
voodoo dolls (one of each of the party) they immediately grab theirs for
safe-keeping, then start playing with the others...
Thanks to MJM for suggesting some of these.
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