House Rules: The Antithesis of all that is Sacred
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For role-playing enthusiasts all over the world I’m about to tread on a sacred cow. Maybe tread is the wrong word; it’s more like stomp all over, or beat down. I hate “house rules”. Let me be clear, I didn’t say dislike, or prefer not to use, or don’t care for; I said hate. Perhaps loathe would be the better term.
I realize that for many gamers, tinkering with rules is a lot like a dog burying a bone, or spring following winter, or players constantly asking “Did we level up yet?”; it just seems to be the natural order of things.
Unlike a lot of my peers I don’t have a bunch of fond memories of “the cool critical tables I once made up” or “the awesome rule I created to more accurately distinguish between the katana and the greatsword”. I like using the rules in a manner consistent with what the designers intended (maybe I’m just lazy). To be clear I’m not talking about making an ad hoc decision for something that comes up during the course of a game and there isn’t a specific rule for. I’m talking about altering, changing, adding, or subtracting from the existing rules in order to “improve” the game.
But why I ask? Is the game lacking some must have mechanic? (But how many licks does it take to get to the center?!) Is the game incomplete in some way? (What? There’s no table for random bodily functions?!) Or is it just that we all envision ourselves undiscovered game design geniuses? (I could design better stuff then these clowns!) I have a few theories of my own:
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Gamemasters like making a game “theirs” (I like to call this “marking their territory”).
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Simulation gamers want a game more “realistic” (I like to call this “forgetting you’re playing an elf using magic while fighting a dragon”).
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Players want an advantage (I like to call this “cheating”).
I know what you’re thinking, and you’re right, there are a few games out there that are so broken they need house rules to even become playable (I believe Sam posted about one of them a few days ago). So why even bother. My rule (I guess it’s a house rule) is that if a game is so problematic that it needs rules that the designers obviously forgot to include, I don’t play it.
But as usual, regardless of my ranting I always have stubborn players who insist on “improving” things via a house rule. So it is for them that I have created the following format for “Submitting a request to the GM for the consideration of the possibility of the inclusion of a House Rule to the existing game system”. Also known as a “Form 10-22”.
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The request must take place after a game session and with all players present.
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It will be considered “good form”, although no guarantee of success, to include the GM’s favorite snacks with the request, as well as a compliment on the excellent session he just ran.
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If the request is to alter an existing rule, every effort will be made to first understand why the rule exists in the first place and what impact the purposed rule will have on the rest of the system.
Then the purposed rule must pass the following tests:
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Does the rule create additional work for the GM or create a game “sub-system”?
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If the answer is “yes” the request will be denied.
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How does the rule enhance the RPG experience?
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If the rule does not, the request will be denied.
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Is the request being submitted merely to grant a character an advantage?
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If the answer is “yes” the request will be denied and the player will be admonished about “cheating”.
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Is the request being defended by a need for “realism”?
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If the answer is “yes” the request will be denied and the player will be reminded that “You cannot use the rules of our reality to justify breaking the rules of the characters’ reality!”
If the request passes all of the above-mentioned criteria the final decision as to whether or not to include it will be solely at the gamemaster’s discretion. And at my table the player will be advised to see paragraph #1 above.

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January 1, 2009 at 9:36 pm
I can honestly say that the only time I’ve ever (as a GM) done a significant rules change that worked out was Shadowrun. But that was an effort by my group to modify combat and tailor it specifically for us.
Most of the other times that I’ve changed something it just added more work for little benefit. And like you said, if a game takes so much re-writing that you are changing all the rules, maybe you just shouldn’t play it.
January 1, 2009 at 11:11 pm
One reason house rules can be so popular is something I’m engaged in right now – trying out an idea that for one reason or another isn’t in any other system. In my case, MtG will never see a license in an RPG as a magic system so unless I make it, I’ll never get to try it and see how it plays.
So I pick a likely looking system and mod it.
Viriatha’s last blog post..First Day of a New Year
January 1, 2009 at 11:23 pm
I’m all for using an existing system as a foundation to build something unique on.
Two sets of rules I like for this purpose are Savage Worlds and The Cortex System. Savage is a little “lite”, but solid. I’m a huge fan of the recently released Cortex system though.
Check them out.
John Lewis’s last blog post..House Rules: The Antithesis of all that is Sacred
January 2, 2009 at 1:59 am
Viriatha – If you look at how D&D 4e was built, it seems to me like the D&D desginers and MtG designers combined to design 4e. I mean, honestly, that is where the keywords most likely came from. And its a great system, I think.
January 2, 2009 at 6:23 am
Honestly, game designers don’t know it all.
I’ve used quite a few house rules, but generally it was to either add in some new type of play, or fix an area that I and my players felt were ‘klunky’ or didn’t go with the rules of the game very well. I agree with the article that ‘to give my character an advantage’ and ‘to make it more realistic’ are bad reasons for a house rule.
For example, in 3.0 D&D the Jump rules were pretty horrible. There was a confusing chart that you had to look up and argue about every time someone wanted to jump over something. So I looked at the chart and ruled that to make a jump you rolled a Jump check. Subtract five from the total. That’s how far you jumped. Quick, easy, and goes along with the core mechanic of the system. Heck, now that I think about it a player was looking up Jump for the umpteenth time and said ‘man, can’t you just house rule this to something less stupid?’
I think the most important one up there is ‘doesn’t create a new subsystem’. Whenever I houserule something, my first goal is to have it work within the core mechanic of the game. D20 for example, has all these neat skills, feats, and target numbers. Use them to figure out your new rule, don’t add a whole new category of rules. Keep it simple.
January 2, 2009 at 6:38 am
In my group, sometimes we use a house rule to simplify the system. For example, encumbrance rules get house ruled all the time in my group. Out of three GM’s in there, not a single one followed what was described on the game system.
January 2, 2009 at 8:01 am
I commonly run games I have designed myself. House ruling is simply a less extreme case of that.
Alternatively, it is a more codified version of makings rulings in play.
I see nothing wrong with it and do see it as a normal routine; after game, what went right, what went wrong, and what should one do about these issues? House rules are one tool among many.
January 2, 2009 at 9:47 am
Couldn’t agree more with parts of what you posted although I can’t really see how arguing the reality of something doesn’t help validate it. Having continuity in the game in relation to abilities and skills and the supposed heroic-ness of your characters is sometimes not always fully realized within the scope of the normal rules. In these cases it would seem that the “reality” of the game and/or your characters ability therein needs to be altered or “house ruled”.
January 2, 2009 at 12:46 pm
One of the things I’ve noticed over the years is that as game design has evolved and been refined the components of the game tend to work together better. The more a system works together the more likely a house rule will have unexpected consequences due to the “ripple-effect”.
This effect was much less likely to occur in older games simply because the game mechanics were not “a well-oiled machine”. These days many games have a much “tighter fit” and you have to be a little more careful when tinkering with the system.
That said the bottom line is that it is, and always will be, your game. So long as it works for you and your group and you’re all having fun, it’s all good.
John Lewis’s last blog post..House Rules: The Antithesis of all that is Sacred
January 2, 2009 at 3:51 pm
I am the house-rule king. I’ve taken games and chopped them up so bad that somethimes I think I should be arrested for Battery with a Deadly Keyboard. Sam and Bryan know what I’m talking about.
However, I’m very happy to say that the 4e game I run now is completely house-rule free. I love it… it’s refreshing – a lot less headache.
*ahem* Now if I could only get my homebrewed game Nighthaven juuuuuuuust right.
January 3, 2009 at 2:27 pm
Yeah, it’s going to take some time to convert it to the d6 system as well, get to it! Or just get it playable and we could just “house rule” the whole rolling system. lol
January 30, 2009 at 2:07 pm
It sounds like the author has a problem with BAD house rules.
January 30, 2009 at 2:46 pm
Exactly. I define a “bad” house rule as one that wasn’t thought out against the existing rule structure. Or one that creates additional work without providing additional enjoyment of the game.
John Lewis’s last blog post..Show Me The Gaming Props!
February 18, 2009 at 1:42 pm
I’ve seen plenty of disastrous “house rules” in my 30 years of gaming, but not only are game designers only human, most of them seem to be — despite their chosen profession — deathly allergic to the study of cumulative probability. This means that the math in their games was all built on the “looks good to me” principle, which results in some tremendous blunders.
My favorite example of this is the Pendragon game. It’s full of great and (especially for when it was first designed) innovative concepts, but the math is so awful that it would literally drive the entire human race to extinction in its game world within a few short generations. It also rewards players for pumping all their resources into honing a single weapon skill to a level that it breaks the whole combat system, which in turn breaks the whole experience system.
By revamping the “family tables” and adding a house rule or two to reign in runaway superheroes, I was able to salvage the game and enjoy a lot of great material over the years.
I agree that house rules should be considered very carefully — including an in-depth mathematical analysis — but rejecting the concept out of hand is cutting off your nose to spite your face.