I like house rules. These unofficial
modifications to the way a board game is played can be as minor as
changing how one card works or setting a time limit on turns, or as
major as changing the basic turn structure or victory conditions of
the game. But regardless of how minor they are, I find them to be an
interesting study in game design. What would happen if we changed
this little rule? What about if things worked that way instead? How
would strategies change, and would it break the game entirely? How
fundamental is this rule to the flow of the game? At the end of the
day, when I do implement my own house rules it gives me a satisfying
feeling of creativity and of ownership over a game. I have
contributed something unique, and part of the enjoyment I get from
playing the game is directly because of the modifications I've made.
As much as I enjoy puzzling over
possible house rules, however, not everyone shares this passion. A
few people I know are dead set against house rules unless they are,
as one friend put it, 'necessary.' But what makes a house rule
'necessary' for a game to be playable? I've usually found that if my
gaming group has stumbled onto a dominating strategy or a loophole in
the rules, a minor house rule can patch up the game. It prevents
players from abusing the loophole or forces them to adopt new
strategies, keeping the game fair and fresh. I've also adopted house
rules to for players who have trouble seeing the board due to poor
vision, or for younger players who will get frustrated by more
complicated rules. These are all put in place to keep the game fair
and enjoyable for everyone.
What about the house rules that make
the game more complicated, or that are put in place just to 'spice
up' the game? One could argue that these rules will make the game
more enjoyable for the group, and that's certainly possible, but I
find that house rules of this nature require a very specific group.
Everyone at the table needs to be very familiar with the original
game and needs to have played with this same group for a long time.
This is especially true as these rules modifications have a tendency
to compound and multiply, making the game ever more complex and
daunting for anyone not part of the core group.
And that's where the problems arise; as
soon as a new player is added to the mix, as an outsider, they'll see
the changes to the rules as being pointless, confusing or
frustrating. They won't enjoy it, no matter how much your gaming
group assures them that these changes are the best thing since sliced
bread. The catch, of course, is that the group will usually be so
ingrained in their collection of house rules that they will refuse to
play the game any other way because it's 'not as fun.' This can cause
a great divide between players, isolating groups from one another,
sparking heated debates about how to play, and even resulting in
confusion about how the rules are actually written.
So are house rules a problem? No, they
really aren't; play your games the way you like to play them. It's
important to keep in mind, though, that just because a house rule
works for you and your group doesn't mean it will work for every
group or every new player. Their mileage, like yours, may vary.
13/13
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