(Yes, I know it's a copy/paste from somewhere else but it's good enough to pop in and share.)
1. Sleepyhead Rule
The teenaged male lead will begin the first day of the game by oversleeping, being woken up by his mother, and being reminded that he's slept in so late he missed meeting his girlfriend.
2. "No! My beloved peasant village!"
The hero's home town, city, slum, or planet will usually be annihilated in a spectacular fashion before the end of the game, and often before the end of the opening scene.
3. Thinking With The Wrong Head (Hiro Rule)
No matter what she's accused of doing or how mysterious her origins are, the hero will always be ready to fight to the death for any girl he met three seconds ago.
4. Cubic Zirconium Corollary
The aforementioned mysterious girl will be wearing a pendant that will ultimately prove to be the key to either saving the world or destroying it.
5. Logan's Run Rule
RPG characters are young. Very young. The average age seems to be 15, unless the character is a decorated and battle-hardened soldier, in which case he might even be as old as 18. Such teenagers often have skills with multiple weapons and magic, years of experience, and never ever worry about their parents telling them to come home from adventuring before bedtime. By contrast, characters more than twenty-two years old will cheerfully refer to themselves as washed-up old fogies and be eager to make room for the younger generation.
6. Single Parent Rule
RPG characters with two living parents are almost unheard of. As a general rule, male characters will only have a mother, and female characters will only have a father. The missing parent either vanished mysteriously and traumatically several years ago or is never referred to at all. Frequently the main character's surviving parent will also meet an awkward end just after the story begins, thus freeing him of inconvenient filial obligations.
7. Some Call Me... Tim?
Good guys will only have first names, and bad guys will only have last names. Any bad guy who only has a first name will become a good guy at some point in the game. Good guys' last names may be mentioned in the manual but they will never be referred to in the story.
8. Nominal Rule
Any character who actually has a name is important in some way and must be sought out. However, if you are referred to as a part of a posessive noun ("Crono's Mom") then you are superfluous.
9. The Compulsories
There's always a fire dungeon, an ice dungeon, a sewer maze, a misty forest, a derelict ghost ship, a mine, a glowing crystal maze, an ancient temple full of traps, a magic floating castle, and a technological dungeon.
10. Luddite Rule (or, George Lucas Rule)
Speaking of which, technology is inherently evil and is the exclusive province of the Bad Guys. They're the ones with the robots, factories, cyberpunk megalopolises and floating battle stations, while the Good Guys live in small villages in peaceful harmony with nature. (Although somehow your guns and/or heavily armed airships are exempted from this.)
11. Let's Start From The Very Beginning (Yuna Rule)
Whenever there is a sequel to an RPG that features the same main character as the previous game, that character will always start with beginner skills. Everything that they learned in the previous game will be gone, as will all their ultra-powerful weapons and equipment.
12. Poor Little Rich Hero (Meis Rule)
If the hero comes from a rich and powerful family, it will have fallen on hard times and be broke and destitute by the time the game actually starts.
13. The Higher The Hair, The Closer To God (Cloud Rule)
The more outrageous his hairstyle, the more important a male character is to the story.
14. Garrett's Principle
Let's not mince words: you're a thief. You can walk into just about anybody's house like the door wasn't even locked. You just barge right in and start looking for stuff. Anything you can find that's not nailed down is yours to keep. You will often walk into perfect strangers' houses, lift their precious artifacts, and then chat with them like you were old neighbors as you head back out with their family heirlooms under your arm. Unfortunately, this never works in stores.
15. Hey, I Know You!
You will accumulate at least three of these obligatory party members:
o The spunky princess who is rebelling against her royal parent and is in love with the hero.
o The demure, soft-spoken female mage and healing magic specialist who is not only in love with the hero, but is also the last survivor of an ancient race.
o The tough-as-nails female warrior who is not in love with the hero (note that this is the only female character in the game who is not in love with the hero and will therefore be indicated as such by having a spectacular scar, a missing eye, cyborg limbs or some other physical deformity -- see The Good, The Bad, And The Ugly Rule.)
o The achingly beautiful gothy swordsman who is riven by inner tragedy.
o The big, tough, angry guy who, deep down, is a total softy.
o The hero's best friend, who is actually much cooler than the hero.
o The grim, selfish mercenary who over the course of the game learns what it means to really care about other people.
o The character who is actually a spy for the bad guys but will instantly switch to your side when you find out about it.
o The weird bonus character who requires a bizarre series of side quests to make them effective (with the ultimate result that no player ever uses this character if it can be avoided.)
o The nauseatingly cute mascot who is useless in all battles.
16. Hey, I Know You, Too!
You will also confront/be confronted by at least three of these obligatory antagonists:
o The amazingly good-looking and amazingly evil long-haired prettyboy who may or may not be the ultimate villain.
o The villain's loyal right-hand man, who comes in two versions: humorously incompetent or annoyingly persistent.
o The villain's attractive female henchman, who is the strongest and most competent soldier in the army but always lets the party escape because she's, yes, fallen in love with the hero.
o Your former ally who supposedly "died" and was forgotten about, until much later in the game when he/she shows up again on the villain's side and full of bitterness.
o The irritatingly honorable foe whom you never get to kill because, upon discovering the true nature of his superiors, he either nobly sacrifices himself or joins your party.
o The insane clown or jester who will turn out to be surprisingly difficult to subdue.
o The mad scientist who likes creating mutated creatures and powerful weapons 'cause it's fun (and also handy if uninvited adventurers show up.)
o The adorably cute li'l creature or six year old child who fights you and, inexplicably, kicks your butt time after time.
17. Hey, I Know You, Three!
Furthermore, expect to encounter most of the following obligatory non-player chararcters (NPCs):
o The townsperson or crewmember who wanders aimlessly in circles and never quite gets where he is going.
o Hilariously incompetent or cowardly soldiers.
o The NPC who has a crush on another NPC and can't quite work up the nerve to tell him or her, so instead tells every other person who wanders by about it at great length.
o A group of small children playing hide-and-seek.
o The wise and noble captain/king/high priest.
o The wise and noble captain/king/high priest's splutteringly evil second-in-command. Nobody, including the hero, will notice the second's constant, crazed scheming until the moment when he betrays everyone to the forces of badness.
o The NPC who is obsessed with his completely mundane job and witters on endlessly about how great it is. He's so thrilled by it that he wants to share it with everyone he sees, so given a quarter of a chance he'll make you do his job for him.
o The (adult) NPC who has nothing better to do than play kids' games with passersby.
o The group of young women who have formed a scarily obsessive fan club for one of your female party members.
18. Crono's Complaint
The less the main character talks, the more words are put into his mouth, and therefore the more trouble he gets into through no fault of his own.
19. "Silly Squall, bringing a sword to a gunfight..."
No matter what timeframe the game is set in -- past, present, or future -- the main hero and his antagonist will both use a sword for a weapon. (Therefore, you can identify your antagonist pretty easily right from the start of the game just by looking for the other guy who uses a sword.) These swords will be far more powerful than any gun and often capable of distance attacks.
20. Just Nod Your Head And Smile
And no matter how big that sword is, you won't stand out in a crowd. Nobody ever crosses the street to avoid you or seems to be especially shocked or alarmed when a heavily armed gang bursts into their house during dinner, rummages through their posessions, and demands to know if they've seen a black-caped man. People can get used to anything, apparently.
21. Aeris's Corollary
Just as the main male character will always use a sword or a variant of a sword, the main female character will always use a rod or a staff of some sort.
22. MacGyver Rule
Other than for the protagonists, your choice of weapons is not limited to the prosaic guns, clubs, or swords. Given appropriate skills, you can cut a bloody swath across the continent using gloves, combs, umbrellas, megaphones, dictionaries, sketching tablets -- you name it, you can kill with it. Even better, no matter how surreal your choice of armament, every store you pass will just happen to stock an even better model of it for a very reasonable price. Who else is running around the world killing people with an umbrella?
23. O Brother, Where Art Thou? (Melfice Rule)
If the male hero has an older sibling, the sibling will also be male and will turn out to be one of the major villains. If the hero has a younger sibling, the sibling will be female and will be kidnapped and held hostage by the villains.
24. Capitalism Is A Harsh Mistress
Once you sell something to a shopkeeper, he instantly sells it to somebody else and you will never see the item again no matter what.
25. Dimensional Transcendence Principle
Buildings are much, much larger on the inside than on the outside, and that doesn't even count the secret maze of tunnels behind the clock in the basement.
26. Local Control Rule
Although the boss monster terrorizing the first city in the game is less powerful than the non-boss monsters that are only casual nuisances to cities later in the game, nobody from the first city ever thinks of hiring a few mercenaries from the later cities to kill the monster.
27. Nostradamus Rule
All legends are 100% accurate. All rumors are entirely factual. All prophecies will come true, and not just someday but almost immediately.
The basic ammunition for any firearms your characters have is either unlimited or very, very easy to obtain. This will apply even if firearms are extremely rare.
29. Indestructible Weapon Rule
No matter how many times you use that sword to strike armored targets or fire that gun on full auto mode it will never break, jam or need any form of maintenance unless it is critical to the story that the weapon breaks, jams or needs maintenance.
30. Selective Paralysis
Your characters must always keep both feet on the ground and will be unable to climb over low rock ledges, railings, chairs, cats, slightly differently-colored ground, or any other trivial objects which may happen to be in their way. Note that this condition will not prevent your characters from jumping from railroad car to railroad car later in the game.
31. Bed Bed Bed
A good night's sleep will cure all wounds, diseases, and disabilities, up to and including death in battle.
32. You Can't Kill Me, I Quit (Seifer Rule)
The good guys never seem to get the hang of actually arresting or killing the bad guys. Minor villains are always permitted to go free so they can rest up and menace you again later -- sometimes five minutes later. Knowing this rule, you can deduce that if you do manage to kill (or force the surrender of) a bad guy, you must be getting near the end of the game.
33. And Now You Die, Mr. Bond! (Beatrix Rule)
Fortunately for you, the previous rule also applies in reverse. Rather than kill you when they have you at their mercy, the villains will settle for merely blasting you down to 1 hit point and leaving you in a crumpled heap while they stroll off, laughing. (This is, of course, because they're already planning ahead how they'll manipulate you into doing their bidding later in the game -- see Way To Go, Serge.)
Most villains in RPGs possess some form of teleportation. They generally use it to materialize in front of the adventurers when they reach the Obligatory Legendary Relic Room and seize the goodies just before you can. The question "if the bad guy can teleport anywhere at any time, then why doesn't (s)he just zip in, grab the artifact, and leave before the adventurers have even finished the nerve-wracking puzzle on the third floor?" is never answered.
35. Heads I Win, Tails You Lose (Grahf Rule)
It doesn't matter that you won the fight with the boss monster; the evil task he was trying to carry out will still get accomplished somehow. Really, you might as well not have bothered.
36. Clockwork Universe Rule
No matter how hard you try to stop it, that comet or meteor will always hit the earth.
37. Fake Ending
There will be a sequence which pretends to be the end of the game but obviously isn't -- if for no other reason than because you're still on Disk 1 of 4.
38. You Die, And We All Move Up In Rank
During that fake ending, the true villain of the story will kill the guy you'd thought was the villain, just to demonstrate how evil he (the true villain) really is. You never get to kill the fake villain yourself.
39. "What are we going to do tonight, Vinsfeld?"
The goal of every game (as revealed during the Fake Ending) is to Save the World from an evil figure who's trying to take it over or destroy it. There is no way to escape from this formidable task. No matter whether the protagonist's goal in life is to pay off a debt, to explore distant lands, or just to make time with that cute girl in the blue dress, it will be necessary for him to Save the World in order to accomplish it. Take heart, though -- once the world gets sorted out, everything else will fall into place almost immediately.
40. Zelda's Axiom
Whenever somebody tells you about "the five ancient talismans" or "the nine legendary crystals" or whatever, you can be quite confident that Saving the World will require you to go out and find every last one of them.
41. George W. Bush Geography Simplification Initiative
Every country in the world will have exactly one town in it, except for the country you start out in, which will have three.
42. Fodor's Guide Rule
In the course of your adventure you will visit one desert city, one port town, one mining town, one casino city, one magic city (usually flying), one medieval castle kingdom, one clockwork city, one martial arts-based community, one thieves' slum, one lost city and one sci-fi utopia. On the way you'll also get a chance to see the cave with rocks that glow from a natural energy source, the village populated with nonhuman characters, the peaceful village where everyone knows the latest news about the hero's quest (see Guy in the Street Rule), the snow village, the magical forest/lake/mountain, the shop in the middle of nowhere, the fantastic-looking place with lots of FMVs just showing your entrance, the subtropical jungle island populated by friendly natives, the annoying cavern maze, and a place -- any place -- that was destroyed in some past disaster.
43. Midgar Principle
The capital of the evil empire is always divided into two sections: a lower city slum filled with slaves and supporters of the rebellion, and an upper city filled with loyal fanatics and corrupt aristocrats.
44. Not Invented Here
Trade of technology will not exist. One place in the world will have all the techno-gadgets while all the others will be harvesting dirt.
45. Law of Cartographical Elegance
The world map always cleanly fits into a rectangular shape with no land masses that cross an edge.
46. Quien Es Mas Macho? (Fargo Rule)
Every powerful character you attempt to seek aid from will first insist upon "testing your strength" in a battle to the death.
47. We Had To Destroy The Village In Order To, Well, You Know The Rest (Selene Rule)
No matter what happens, never call on the government, the church, or any other massive controlling authority for help. They'll just send a brigade of soldiers to burn your entire village to the ground.
48. Zidane's Curse (or, Dirty Pair Rule)
An unlucky condition in which every major city in the game will coincidentally wind up being destroyed just after the hero arrives.
49. Maginot Line Rule
It is easy to tell which city/nation is the next conquest of the Evil Empire: its streets are filled with citizens who brag that the Empire would never dare attack them, and would be easily defeated if it tried. (This smug nationalism always fails to take into account the Empire's new superweapon.)
50. Short Attention Span Principle
All bookshelves contain exactly one book, which only has enough text on it to fill up half a page.
51. Planet of the Apes Rule
All cities and countries have ancestors that were wiped out by their technological advances.
52. Insomnia Rule
A "free stay at the inn" is never really free. Expect to be woken up in the middle of the night for a mandatory plot event.
53. The Bling-Bling Thing (Lemina Rule)
No matter how much money and treasure you acquire, the greedy member of your party will never be satisfied and won't stop griping about the sorry state of the party's finances.
54. I Don't Like Gears Or Fighting
There are always giant robots. Always.
55. Houdini's Postulate
Anyone, whether they are in the player's party or not, who is placed in any kind of prison, fortress, cell, or detention block will escape immediately. Party members will be freed either by a small child they just happened to befriend earlier in the day or by an unexpected disaster that overcomes the enemy base, NPCs will be freed by the released party members, and villains will break out all by themselves because they're such badasses. Once a person has escaped from jail, no attempt will be made by the police to recapture them in the future.
56. Zeigfried's Contradiction
Just because someone is weird doesn't mean they're important.
57. Natural Monopoly Rule
No city will have more than two shops, unless it is crucial to the story that there be a hundred vendors which you must visit in order (see You Always Travel In The Right Circles.) All of these shops will sell the same goods for the same price.
58. But They Don't Take American Express
Every merchant in the world -- even those living in far-off villages or hidden floating cities cut off from the outside world for centuries, even those who speak different languages or are of an entirely different species -- accepts the same currency.
59. Apathy Principle
Your group is the only bunch of people trying to save the world. All other would-be heroes will either join your party or else turn out to be cowards and/or con men.
60. The Good, The Bad, And The Ugly Rule
a. Any male character who is ugly, malformed, or misshapen is either evil or so moral, spiritual, and/or wise that it's a wonder no one's proposed him for sainthood yet.
b. Any male character who has a physical disfiguration that doesn't seem to impede him (i.e. a prominent scar across the face or a bad eye) is evil, unless he is the male lead, since scars are cool and no other good guy can be as cool as the hero. An exception is made for characters who are clearly ancient, and therefore automatically not as cool as the young hero.
c. Any female character who is ugly, malformed, mishapen, or physically disfigured is evil, since all good female characters are there to be potentially seduced by the male lead -- see Know Your Audience.
61. Henchman Quota (Nana, Saki, and Mio Rule)
One of your antagonists will have three lovably incompetent stooges whom you fight over and over again. Although they're trusted with their boss's most important plans and equipment, they will mess up repeatedly, argue incessantly among themselves, blab secret information, and generally only come out victorious when their job was to be a diversion or a delaying tactic. A high point of the game will come when the True Villain reveals himself and you're able to convince the stooges you're all on the same side. They won't help you out any more successfully than they helped the antagonist, but at least you won't have to fight them any more.
62. Thousand Year Rule
The Ancient Evil returns to savage the land every thousand years on the dot, and the last time it showed up was just about 999.9875 years ago. Despite their best efforts, heroes of the past were never able to do more than seal the Evil away again for the future to deal with (which brings up the question of just how exactly does this "sealing away" work anyway, but never mind.) The good news is that this time, the Evil will get destroyed permanently. The bad news is that you're the one who's going to have to do it.
63. Principle of Narrative Efficiency
If the main villain (or the enemy you've been trying to kill for most of the game before he summons the real final villain) was ever defeated in the past by another group of adventurers, one of them will secretly be in your party and one of them will be the hero's father.
64. Ayn Rand's Revenge
Outside the major cities, there is no government whatsoever. Of course, perhaps that explains why it's so difficult and dangerous to get anywhere outside the major cities.
65. First Law of Travel
Anything can become a vehicle -- castles, cities, military academies, you name it -- so do not be alarmed when the stones of the ancient fortress you are visiting shake underfoot and the whole thing lifts off into the sky. As a corollary, anything is capable of flight if it would be cool, aeronautics or even basic physics not existing.
66. Second Law of Travel
There will be only one of any non-trivial type of vehicle in the entire world. Thus, only one ocean-capable steamboat, only one airship, and so forth. Massive facilities will have been constructed all over the world to service this one vehicle.
67. Third Law of Travel
The only way to travel by land between different areas of a continent will always be through a single narrow pass in a range of otherwise impenetrable mountains. Usually a palace or monastery will have been constructed in the pass, entirely filling it, so that all intracontinental traffic is apparently required to abandon their vehicles and go on foot up stairs and through the barracks, library and throne room to get to the other side. This may explain why most people just stay home. (In some cases a cave or underground tunnel may be substituted for the palace or monastery, but it will still be just as inconvenient with the added bonuses of cave-ins and nonsensical elevator puzzles.)
68. Fourth Law of Travel
Three out of every four vehicles you ride on will eventually sink, derail or crash in some spectacular manner.
69. Fifth Law of Travel
All vehicles can be driven or piloted by anyone. The main character just needs to find out where the bridge or steering wheel is, as he already knows all of the controls.
70. Sixth Law of Travel
Nobody gets to own a cooler ride than you. If you ever do see a cooler vehicle than the one you've got now, at some point before the end of the game you will either take over this vehicle, get something even bigger and better, or else see it destroyed in a glorious blaze.
71. Seventh Law of Travel
When on a voyage to another continent, the journey will last only as long as it takes you to talk to all the other passengers and the captain.
72. Eighth Law of Travel
There are no shortcuts, ever -- unless you are forced to take them, in which case they will be much longer and more dangerous than your original route.
73. Last Law of Travel (Big Joe Rule)
As has been described, you must endure great trials just to get from town to town: locating different vehicles, operating ancient transport mechanisms, evading military blockades, the list goes on. But that's just you. Every other character in the game seems to have no trouble getting to any place in the world on a moment's notice.
74. If You Meet The Buddha In A Random Encounter, Kill Him!
When you're out wandering around the world, you must kill everything you meet. People, animals, plants, insects, fire hydrants, small cottages, anything and everything is just plain out to get you. It may be because of your rampant kleptomania (see Garrett's Principle.)
75. Law of Numbers
There will be several items or effects which depend on the numerical value of your hit points, level, etc., which makes no sense unless the characters can see all the numbers in their world and find it perfectly normal that a spell only works on a monster whose level is a multiple of 5.
76. Magical Inequality Theorem
In the course of your travels you may find useful-sounding spells such as Petrify, Silence, and Instant Death. However, you will end up never using these spells in combat because a) all ordinary enemies can be killed with a few normal attacks, making fancy attacks unneccessary, b) all bosses and other stronger-than-average monsters are immune to those effects so there's no point in using them for long fights where they'd actually come in handy, and c) the spells usually don't work anyway.
77. Magical Inequality Corollary
When the enemy uses Petrify, Silence, Instant Death, et cetera spells on you, they will be effective 100% of the time.
78. Pretty Line Syndrome (or, Crash Bandicoot: The RPG)
Seen in most modern RPGs. The key to completing your quest is to walk forward in a straight line for fifty hours, stopping along the way to look at, kill, and/or have meaningful conversations with various pretty things.
79. Xenobiology Rule
The predatory species of the world will include representatives of all of the following: giant spiders, giant scorpions, giant snakes, giant beetles, wolves, squid, fish that float in midair, gargoyles, golems, carnivorous plants, chimeras, griffons, cockatrices, hydras, minotaurs, burrowing things with big claws, things that can paralyse you, things that can put you to sleep, things that can petrify you, at least twenty different creatures with poisonous tentacles, and dragons. Always dragons.
80. Friendly Fire Principle (or, Final Fantasy Tactics Rule)
Any attack that can target both allies and enemies will hit half of your allies and none of your enemies.
81. Dungeon Design 101
There's always goodies hidden behind the waterfall.
82. Dungeon Design 102
When you are confronted by two doors, the closer one will be locked and its key will be hidden behind the farther-away one.
83. Dungeon Design 103 (or, Wallpaper Warning)
Your progress through a dungeon will be indicated by a sudden change in decor: different wall color, different torches on the wall, et cetera.
84. Dungeon Design 201 (or, The Interior Decorators Anticipated Your Out-Of-Body Experience)
Most dungeons will include "hidden" passages which are nearly impossible to see from a bird's-eye view, yet would be blaringly obvious from the party's perspective.
85. Dungeon Design 301
All "puzzles" in RPG dungeons can be sorted into one of the following types:
o finding some small item and sticking it into a slot;
o pushing blocks (rocks, statues) onto switches;
o pulling switches or levers to open and close doors;
o learning the correct order/position of a group of objects;
o entering a certain combination of doors;
o something involving a clock or elevator;
o something that is unsolvable because a vital clue in the dialogue was mistranslated out of Japanese.
86. Wait! That Was A Load-Bearing Boss!
Defeating a dungeon's boss creature will frequently cause the dungeon to collapse, which is nonsensical but does make for thrilling escape scenes.
87. Supply and Demand Axiom
Killing a powerful enemy will usually yield an item or weapon that would've been extremely useful if you had gotten it before killing that enemy.
88. Edison's Lament
No switch is ever in the right position.
89. Well, That About Wraps It Up For God
All major deities, assuming they actually exist and weren't just made up by the Church to delude its followers, are in reality malevolent and will have to be destroyed. The only exception to this rule is the four nature spirits who have preserved the land since time immemorial, but now due to the folly of mankind have lost virtually all of their power and need you to accomplish some ludicrous task to save them.
90. Guy in the Street Rule
No matter how fast you travel, rumors of world events always travel faster. When you get to anywhere, the people on the street are already talking about where you've been. The stories of your past experiences will spread even if no witnesses were around to see them.
91. Wherever You Go, There They Are
Wherever the characters go, the villains can always find them. Chances are they're asking the guy in the street (see above). But don't worry -- despite being able to find the characters with ease anytime they want to, the bad guys never get rid of them by simply blowing up the tent or hotel they're spending the night in. (Just think of it: the screen dims, the peaceful going-to-sleep-now music plays, then BOOM! Game Over!)
92. Figurehead Rule
Whenever someone asks you a question to decide what to do, it's just to be polite. He or she will ask the question again and again until you answer "correctly."
93. Puddin' Tame Rule
The average passer-by will always say the same thing no matter how many times you talk to them, and they certainly won't clarify any of the vaguely worded warnings or cryptic half-sentences they threw at you the previous time.
94. Franklin Covey Was Wrong, Wrong, Wrong
Sticking to the task at hand and going directly from place to place and goal to goal is always a bad idea, and may even prevent you from being able to finish the game. It's by dawdling around, completing side quests and giving money to derelicts that you come into your real power.
95. Selective Invulnerability Principle
RPG characters are immune from such mundane hazards as intense heat, freezing cold, or poison gas... except when they're suddenly not. Surprise!
96. I'm the NRA (Billy Lee Black Rule)
Opposition to gun control is probably the only thing you could get all RPG characters to agree upon. Even deep religious faith and heartfelt pacifism can't compete with the allure of guns.
97. Three Females Rule
There will always be either one or three female characters in the hero's party, no matter how many male characters there are.
98. Experience Not Required
When the main character is forced to do some complex or dangerous task for the first time, even though he has never done it before he will still always be better than the oldest veteran.
99. Law of Reverse Evolution (Zeboim Principle)
Any ancient civilizations are inexplicably much more advanced than the current one.
100. Science-Magic Equivalence (Citan Rule)
Although mages' specialty is magic and scientists' specialty is technology, these skills are completely interchangeable.