Reverb Gamers #28 – House Rules
- January 28th, 2012
- By Mockingbard
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This post is part of a series of answers to the Reverb Gamers 2012 blogging prompts (full list in PDF format here).
REVERB GAMERS 2012, #28: Do you have any house rules when you game? What are they, and why do you use them? If not, why not?
Often, but not always. I tweak rules as I feel is necessary for our fun or compatibility with the way we like to play. I usually have the same group, too, so I don’t need to worry about explaining house rules to new people, or making them for suitable for many groups. It can also be fun, sometimes, just to mess around with rules and see what the changes will do. Easier than making a whole system yourself, but can changes things significantly.
I changed a rule set a little, at first, then more and more until it became clearly inspired by the rule set but functioned differently enough it was a hack, not just house rules. This was for my hardcore sci-fi Wizard of Oz hack of Lady Blackbird. I made the whole system, setting, situation in four hours over two days; I had the idea and wanted to run it for our approaching game session. The initial houseruling was to match the theme of the game. So, the ways keys and secrets interacted changed. We added more tweaks during the game and by the end it was a separate hack. I’ll work on writing it up and posting it sometime. I’m trying to divorce the rules from the setting first, but we’ll see. Anyway, I’ll let you know.
Another example of house rules: I’ve added aspects to Savage Worlds. We like Savage Worlds, but we also like aspects. So, there you are. In D&D 3.5 I house ruled a lot too. I tried to get more versatility out of the classes, or bend them into my world a little more. I like fantasy worlds with only humans, too, so I often house rule other races away. In indie or short games like Lady Blackbird or Fiasco there’s little need for house rules, or they organically pop up during play. This happened in Prime Time Adventures, where we decided after a few sessions to go for a three-act structure, ending earlier than that if we could get things resolved by then; that is, not forcing more scenes if we felt we were done.
So, that’s it. I houserule and sometimes hack. I do this to suit our play style or vision for the game we want. This sometimes is purely about setting, rather than the mechanics. I sometimes just do it for fun. Houserules are one of the things I love about roleplaying games. Not everyone can mod a computer game, but anyone can make house rules.




