SPECTRE666
Adventurer
Thanks!Astonishing Sorcerers and Swordsmen of Hyperborea. A cracking swords and sorcery take on 1e
Thanks!Astonishing Sorcerers and Swordsmen of Hyperborea. A cracking swords and sorcery take on 1e
I've yet to find a game I didn't have to house rule in some fashion. It just depends on how much you have to houserule it before you are better off with a different rule-set.
I like C&C but oved away from it a bit with 5E. I have the 5th and 6th printings of the books IIRC (or 4th and 5th IDK).
I absolutely adore Castles & Crusades, but with 5e, I feel like some of the factors that made it such a breath of fresh air when it came out are no longer present.
I'd have to go back and check, but I seem to recall that Synnibarr (2E, not 3E) has an explicit requirement in the Fate (GM) section that you must use the rules as-written, and the players are encouraged to call you out if they think you've changed anything. (Players are also not allowed to read the rule book during play, though, and they are penalized if they try to call out Fate and they are proven in-the-wrong.)I mean, that's pretty much industry standard, isn't it? Is there any game that claims ~ explicitly or otherwise ~ that the DM/GM doesn't need to house rule because the rules as written cover everything?
I'd have to go back and check, but I seem to recall that Synnibarr (2E, not 3E) has an explicit requirement in the Fate (GM) section that you must use the rules as-written, and the players are encouraged to call you out if they think you've changed anything. (Players are also not allowed to read the rule book during play, though, and they are penalized if they try to call out Fate and they are proven in-the-wrong.)