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1.- You discover (by accident) that there are plenty of cool monsters in the monstrous manual, in letters which are NOT "D" (for dragon), "B" (for beholder) and "T" (for Tarrasque, of course).

2.- You find that you rarely ever miss while attacking lately, not because you are lucky, it's just that your NPCs miss only on a roll of " 1 ".

3.- You seem to have a very particular interpretation of spells when used by your NPCs (i.e. you "innocently" confuse the first level spell "Fist of stone" with "Bigby´s grasping hand").

4.- Your PCs begin to mercilessly chop every single bandit and wandering monsters (even their corpses), fearing they may get a power boost and become a major (and very powerful) villian.

5.- You read a Dungeon Magazine module's NPC description over and over again to convince yourself the NPC is actually on the side of the NPCs.

6.- You find the above concept alien and unsuitable to your campaign.

7.- Your PC's armour and equipment has a tendency to get stolen, disintegrated, ripped apart, or sink into the ocean.

8.- Your players cannot recall any nice and uneventful trip their characters made by boat (the boat didn't sink or get attacked by pirates or monsters).

9.- Your players have had to change their character more than once in three sessions.

10.- When you introduce a helpful NPC into your campaign, your players become very paranoid, claiming that they are sure he is a polymorphed dragon (or a Baatezu) waiting for the right time to attack them and eat them (which has, by the way, happened a lot of times before) .

11.-Out of nowhere, your player characters start distrusting each other, fearing a traitor in the group, or a polymorphed monster posing as a PC.

12.- The healer's PLAYER begins to pray whenever a fight breaks out.

13.- You notice many of your other players do so as well.

14.- The PC's never fight anyone (not even a wandering monster) unless they are all together.

15.- The PC's develop a habit of going to balls, banquets, and receptions fully armed.

16.- The players complain that none of the magic objects taken from your NPCs seem to work as spectacular as they did when your NPCs still had them.

17.- You demand that your players make up a logical background for their characters, but only because you want to seize the opportunity to create some villains whose goal in life is to destroy them.

18.- A player jokes that his character (a paladin) is actually a powerful tanar'ri trying to take over the world, and the other players believe him. (I've seen this happen, no joke!)

19.- The party's wizard always gets futile (yet still beautiful) magical items, such a magical comb (its power being nothing but combing one's hair when commanded to do so) or a ring with a music box playing the Ride of the Valkyries .

(Provided by Silmacar)

20.- In a historical medieval setting, the players get this vision of the human society: at the lowest rank, the players themselves. Then the slaves, the freemen, the aristocrats, the King, the Church, the Emperor, the Pope, God (if any), the Holy Office of the Inquisition, the DM.

(Provided by Silmacar)

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