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If in doubt, annoy the NPCs. They're only expendable dweebs anyway.

Right? Guys? What do you mean 'it's a shape-shifting dragon'?!

If in doubt, a little compliment here or there always helps! It's good role-playing, after all!
Obviously, if a DM wants you to follow a certain path, they won't bother rolling for the outcome.

Some DMs like to fly a little closer to the wind, and by the seat of their pants, and other flying metaphors! This is one such DM. Hopefully it won't (and hasn't) come back to bite him... repeatedly...
It is a rare and dangerous thing to split the party.

Usually a GM is hellbent on keeping the PCs together so as to consolidate all those plotlines into one easy-to-write plotline.

This GM clearly didn't get that memo and has instead opted to scatter the PCs to the wind... Bold move and probably foolish.
It can be a LOT of fun to spice up an encounter by having random occurrences such as explosions and incoming bombardments shaking up the battlefield.

Just try not to make it too random, since that has a habit of blowing up in at least one person's face. If you're the GM, prepare for it to be usually be you.
A GM needs to take any opportunity they can get to herd the PCs into anything resembling a coherent plot because, much to some players' grumblings, the very best of all campaigns are those with a story.

Otherwise you're just running around bopping people on the head at random! And as we know, that will result in you becoming a goon.
A natural roll of a twenty (or indeed a one) rocks the game in ways that no amount of munchkin rule-bending or sneaky character-building can ever match.

In RPGs as in life, it is occasionally better to be lucky at something than to be excellent at something.

Incidentally, Happy New Year! We're back!
Good grief, who is this GM, Frankie Howerd?!

The beatings will resume until better dice are rolled.

Always add humour to a campaign, be it from an amusing tick in an NPC's behaviour to a hilarious description of a natural 1. It will make the whole experience brighter, and create memes that your party will take with them forever.
The GM of this game likes to go heavy on his accent work. 'Allo 'Allo heavy. Don't say you weren't warned!

As a note to this scene in the film, Pintel and Ragetti wait a full eleven seconds whilst this cannonball piece plays out. Count out eleven seconds and in that time try to stab whatever sandwich or hunk of wild boar that you have to hand. Did you manage to? Exactly!
Accents are a divisive mechanism.

Divide and conquer!
Always fun to use an improvised weapon.

Especially an improvised weapon stolen from someone's bed! That way you have a hot weapon, and they'll have a cold bed!

It's genius.
The cash in hand at first level of most RPGs is not exactly the superstar funding that high-profile adventuring would suggest was requisite.

Sometimes PCs decide that there are too many important things to purchase to bother with mundane (and usually prevalent and easily stolen) items such as cheap and nasty unmodified weapons.

This saves space in the initial cash band for something more exotic, like a pendant that summons undead pirates to wreak incredible havoc on an unsuspecting seaside town!

To each their own, really!
The first person to draw blood in this entire campaign, even after a long drawn out fight.

It's always a fantastic feeling to have the honour of the first kill.

But of course, though he doesn't realise it, Will is about to be refused that honour...
It's always exciting when a battle erupts over a town that isn't expecting it. The screams in the face of the first bombards, the panic as the watchmen flee, the terror as the citizens take what little they have and scatter... All part of the rich tapestry of life in an RPG!

Sometimes the PCs might even be there when it happens, and if they are, they're usually perpetrating it...
Every once in a while, the GM pontificates.

Maybe it's in private, maybe it's in the metagame, but at any one time of day, there are about twenty Gamemasters acting out background scenarios that the players never see.

I can see you doing it right now. You look daft, but dignified as an elfin ambassador talking to the seductive merpeople consulate (and definitely not to the bathroom mirror).
Cranking up the air of mystery can be very difficult with gamers over the age of five, but it's worth throwing such hints at them if only because the most experienced gamers might just assume a double bluff...

And then begins the game of bluff and counter-bluff that is an RPG plot. It's not so much about the scary, as it is the unexpected.

Every once in a while throw something normal or sincere into the mix to really put seasoned gamers off-kilter!
There comes a point in every campaign when almost all of the team are stuck, and it falls to one of them to spring them out of their various traps.

Sometimes this will be easy, such as cracking open a crude bamboo cage in the overworld's obligatory jungle/forest zone.

Sometimes they'll be in a maximum security fortress and their father's palace on separate sides of town.

Either way, it's a good time to hatch a wildly overblown (and, in accordance with longstanding traditions, mathematically precarious) scheme to free the party from their plot-bondage!
An accent is a glorious thing to behold. I'm surprised the GM has held out this long, given the wide array of upper-class English males he's had to play with thusfar.

The joys of languages include being able to convey languages. Unwritten laws include:

1. The dwarves are Scottish.
2. The Elves are posh.
3. The Orcs, Halflings and Drow have Cockney tendencies.
4. A worse accent denotes a more fun campaign.

If your GM speaks fluently in a multitude of languages with flawless intonation, you will have significantly less fun with this as a concept, since nothing is more amusing than having all the mine sound like the same (borderline racist) version of Billy Connolly.
Even at the best of times, a GM sometimes has to pull the most contrived reasons for taking down the PCs (or indeed NPCs) for the sake of sanity, the plot, or, such as in this case, preventing the entire city from becoming one big bar fight.

Players must always seek to cause the most mayhem so as to incur the most amusingly contrived ways of stopping them.

As a side note, always observe health and safety directives. That broken glass represents a clear and present hazard, and that doesn't even mention the half dozen discarded swords littering the room!
Never be afraid to play dirty in a fight.

Just be aware that if your DM is paying attention, the Combat Manoeuvre rules are agonising to work through.

Thankfully ours is just finishing his pizza out of despair.
It's a telling sign when the DM feels the need to bring local law enforcement into the equation. Either the engagement has gone on too long or there is plot to attend to!

Or, most likely, both.