If you know of any house rules that are used, please enter them here, I would like to make as complete a list of people's house rules as possible. House rules fall under the following general categories:

I don't publish all the house rules here, due to possible copyright issues. If you hold the copyright, please edit the Copyright page and state under what circumstances they may be distributed.

Game DisruptionsEdit

House rules must be carefully examined before being added to any game, particularly if the game is already in progress. There are several dynamics in the system which may be upset by a new house rule. The original rules sometimes have issues as well.

  1. Money - Lack of money is a force which encourages players to go out on campaign or do things for other players. The stereotypical impoverished noble who needs money to maintain his lifestyle. Any rule change which generates money too easily can be an issue. Manipulating the force deployment to get money in arms investments, can be seen as bad, but an encouragement for interaction at high SL.
  2. Status points - Any new system which generates SP must consider the current costs for SP in the game, and perhaps require a re-adjustment of the points needed to advance Social Levels.
  3. Character interaction - any rule which enhances character interaction should be viewed as good (e.g. Arts patronidge), conversely any rule which reduces interaction should be used cautiously (e.g. Marriage). Arts patronidge allows higher SL characters to help lower SL characters, and enable a flow of money from richer to poorer players (Too much money for the low SL characters can cause issue 1) this should be generally good. Marriage rules essentially take a player and mistress out of the pool, and reduce dueling opportunities and conflict. Conflict is necessary for good storytelling, so this should be considered bad. Many high SL characters should be in an arranged marriage in the first place, and mistresses are already the women on the side.
  4. Complication. Unless the game is mainly computer moderated, then complicated rules changes can disrupt the game by placing more work on the GM. GM burnout is likely the reason why many games fail. Complicated war rules, while satisfying and good for background, are not essential for the story. If a computer can resolve it quickly then it would be a good thing, if the GM has to spend an hour determining the outcome then it is bad.