Murphy's laws on AD&D

French.

- When you DM a boxed set game, the players always go in a section that you haven't read yet.

- There's always a player wich try a trap only to see if it's a real one.

- When a bower have a critical miss, the arrows always get stuck in the caster's spellbooks..

- As a DM, when you prepare an adventure, the players always decide to do something else.

- Players always press the button labeled "do not touch"

- Critical misses always harm the mages instead of the frighters.

- Mages never memorize "useless" spells the party always need.

- You always buy huge amount of torches but either everybody has infravision or there's a mage with continual light.

- You always get near death experiences with the least threatening creatures.

- It's always when the person who plays the thief is gone at the bathroom that the party triggers a trap.

- It's always the mage wo gets his hands binded in the back (if he's not already dead by the fighter's fumbles)

- There is two types of traps:
1- The ultimate trap supposed to take all session to resolve.
2- The stupid trap wich a kobold with 3 of INT could solve in an instant.

- Usual results:
1 a: Players find the solution right away
1 b: Players find the solution unexpected by the DM.
2 a: Players are stuck all game long.
2 b: If the DM allows an intel check, it's always the stupid one who gets the solution.
2 c: Everybody dies.

- It's always the guy we never listen to who always have the right answers.

- Regeneration factor only fail when your' near dying.

- It's when everybody are below 0 HP's when the preiest dont have any more cure spells.

- Goblins and Kobolds are always a greater threat than Dragons.

- Creatures always speak the language you dont know:

- When you play a human, evverybody else have infravision.

- When you have infravision ther's always one to light a torch and blind you.

- When the DM put an empty room, players will spend most of their time in it.

- When you get to a magically closed door, the wizard never has it's spells ready: the fighter has to bash it out wit +5 weapons.

- The slow progression character is always absent when the party gets the most XP's.

- It's always the player with the most magical items who get's affected by 'Mordenkanen Disjunction' spells.