Do you go in RAW 100%?

As an aside, part of the reason I would never claim to run a complete RAW game is, to put it bluntly, I never learn every single rule case for every game. Even the first time out. I tackle central mechanics and terms and learn how to build characters and adjudicate basic conflicts but yeah, they rest I will either look it up when it comes up or just make a spot rolling, regardless of there being a rule that covers it.
 

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There is a difference, but deliberately excluding or choosing not to use certain rules is itself a house rule. Similarly, if the system provides a large number of optional rules, specifying the list of which optional rules are in force is also a house rule.
Yeah, this is a part of my initial point. Omission of any rule is in effect a house rule.
 

I try to at least give the game a go by RAW before I start making house rules. I figure I should give it a try as written to the best of my ability so I have an inkling of how it's supposed to work.
 

I try to at least give the game a go by RAW before I start making house rules. I figure I should give it a try as written to the best of my ability so I have an inkling of how it's supposed to work.

Often the problem with a rule doesn't show up until you've tried to apply it in several situations.

But sometimes the problem with a rule is completely obvious. For me one of the obvious ones I could bring up was RAW CoC character creation. The core rules don't allow you to create every investigator a player could imagine, and the supplemental rules spread out across dozens of supplements and editions have the problem you'd expect - no unified design and unbalanced options with some professions just getting extra benefits compared to the core one. Plus, EDU is just a god stat in CoC as written that you are massively punished for any roll that doesn't have high EDU. So it should be obvious from the first read of the core rules that something is wrong and become increasingly obvious the more you look at the game that the proposed fixes to the problem are poorly thought out. You don't have to play to realize that.

The same thing is true of just about all of WEG D6. The core rules are obviously incomplete, but the extended material suffers from a lack of editorial control and no product designer issuing hard guidelines about balance. The same is true about 3.5e D&D, where hardbacks were rushed out the door based on desired publication schedule which left no time for quality control. Neither of those games require you to play them to see there is a mess even if the full extent of the mess might not be obvious.

Many times a rules problem is subtle and you won't think about it for years, but truly bad rules stink like a dirty diaper the first time you try to apply them. There are many times one session worth of experience is enough for me to realize it just doesn't work as intended. GURPS, VtM, Exalted, Star Trek 2D20, and Mouseguard all fell apart for me after one session of each. Core mechanics and core play ideas were just problematic in application. The only reason I didn't house rule them is if the core mechanic is bad, it's not worth trying to save it. Goblonia on the other hand didn't fall apart for me after one session, but it still had clear and obvious problems in its rules that I'd have to fix before I'd run games in it.

I have lots of house rules for games I admire. It's not a testimony to them being bad games. It's a testimony to how much they get right and how so much of their problems have to do with the own success, the limits of play testing, the limits of page count, and the need to run a profitable business.

Sometimes I run into a situation where I don't know what the fix is. One that comes to mind is that Web in D&D (particularly in 3.0e which I play) doesn't really work intuitively. It's actually a wall spell, which is fine, but a player is not wrong to intuit that it ought to have a casting mode where you just web a single target. But I've never gotten around to writing the spell to handle that mode.
 

As far as I'm concerned, every game is a tool kit, to be tweaked and changed as much or as little as I need, in order to provide me the results that suit the use I've decided to put it to. I don't have the time or inclination to set aside time to run "practice" games using RAW to run a game that doesn't interest me, just to obtain some practical knowledge prior to running the game I actually want to run.

If other people are more comfortable running RAW first, more power to them but, for me, RAW for the sake of RAW is just wasted time. If I want to use Mythras to run Dark Sun, then I'm doing what I need to Mythras to enable me to run Dark Sun, and then I'll run Dark Sun. I'm not first spending three or four sessions running RAW Mythras (whatever that even means). If I'm picking up GURPS to run an X-Com game, I'm doing what I need to bring my X-Com game to life. Etc...

On the other hand, if I've picked up Mythic Bastionland in order to run Mythic Bastionland, I'm going to be far less likely to feel the need to start changing things -- although I'm still not reluctant to do so if it does feel necessary to me.
 

There is a difference, but deliberately excluding or choosing not to use certain rules is itself a house rule. Similarly, if the system provides a large number of optional rules, specifying the list of which optional rules are in force is also a house rule.
Rules also don't get used out of benign neglect rather than conscious choice. You see this both on the character side and GM side. So no, it doesn't have to be a house rule situation.
 

Speaking seriously, my home games are generally Hero System. As such, I run them 100% rules as written, because all of the "customizations" you want to do are written into the rules, generally. Sure, you can add a characteristic or whatever if you're trying to emulate a particular genre, but there's usually no need. My 1870s Mashup game and current Traveller Hero game are 100% RAW.
 

Rules also don't get used out of benign neglect rather than conscious choice. You see this both on the character side and GM side. So no, it doesn't have to be a house rule situation.

I don't see how that follows. A few definitions to understand what I am thinking.

a) All tables that are playing by the RAW will in the ideal be using the same procedures of play.
b) If a person familiar with one procedure of play goes to a different table where a different procedure of play is in force, he will perceive the difference as a house rule unless the person themselves perceives the differing procedure of play as RAW. The reason behind the differing process of play won't impact their thinking. Regardless of the cause of the departure from RAW, it's still a house rule.

Now, I suppose there could be some value in separating terms according to the different causes by which house rules arise, but for the purposes of this discussion since no commonly acknowledged terms of art exist to differentiate a rule created by conscious choice from a rule created by benign neglect, I see no reason to reject the idea that they are both "house rules" in the sense meant by the term (even if by benign neglect a table has never considered house rules to include rules created by benign neglect).

If we look at causes of house rules we find:

a) Deliberate departures from the rules because the GM/table finds those rules "wrong" in some fashion. They lead to outcomes that oppose (or are perceived to oppose) the tables aesthetics of play, whatever those are - too realistic, not realistic enough, too meta, departs from lore, too unbalanced, etc.
b) Departures from the rules because the GM/table doesn't not know the rules speak to the issue and so they inadvertently ignore the RAW through benign neglect, either not applying a rule or creating a rule in place of what the RAW specifies. It's not intentional, but a player from a different table will perceive this as a house rule.
c) Departures from the rules because the rules are misinterpreted from the author's intent for whatever reason without debate or awareness, leading to in effect a different rule being applied than the one that was written. It's not intentional, but a player from a different table will perceive this as a house rule.
d) Rulings where the rules are as being silent on a subject or else ambiguous to the point that multiple "valid" interpretations can be made and so a new rule must be improvised for the situation the rules are silent on. This is much more general than people realize I think, because so much of the metagame is usually assumed by the author of the rules, often unconsciously and so exacting procedures aren't described. A very common example is, "What do you do when a dice falls off the table?" Every table has some house rule for this in force. In this case 'd' though we do I think for the first time have an interesting property that distinguishes this category of house rule for them others and that is two tables can both be playing by the RAW and yet also both have differing house rules. Further note, that this category does have its own term of art, and I don't think that's a coincidence.
 

I don't see how that follows. A few definitions to understand what I am thinking.

a) All tables that are playing by the RAW will in the ideal be using the same procedures of play.
b) If a person familiar with one procedure of play goes to a different table where a different procedure of play is in force, he will perceive the difference as a house rule unless the person themselves perceives the differing procedure of play as RAW. The reason behind the differing process of play won't impact their thinking. Regardless of the cause of the departure from RAW, it's still a house rule.

Now, I suppose there could be some value in separating terms according to the different causes by which house rules arise, but for the purposes of this discussion since no commonly acknowledged terms of art exist to differentiate a rule created by conscious choice from a rule created by benign neglect, I see no reason to reject the idea that they are both "house rules" in the sense meant by the term (even if by benign neglect a table has never considered house rules to include rules created by benign neglect).

If we look at causes of house rules we find:

a) Deliberate departures from the rules because the GM/table finds those rules "wrong" in some fashion. They lead to outcomes that oppose (or are perceived to oppose) the tables aesthetics of play, whatever those are - too realistic, not realistic enough, too meta, departs from lore, too unbalanced, etc.
b) Departures from the rules because the GM/table doesn't not know the rules speak to the issue and so they inadvertently ignore the RAW through benign neglect, either not applying a rule or creating a rule in place of what the RAW specifies. It's not intentional, but a player from a different table will perceive this as a house rule.
c) Departures from the rules because the rules are misinterpreted from the author's intent for whatever reason without debate or awareness, leading to in effect a different rule being applied than the one that was written. It's not intentional, but a player from a different table will perceive this as a house rule.
d) Rulings where the rules are as being silent on a subject or else ambiguous to the point that multiple "valid" interpretations can be made and so a new rule must be improvised for the situation the rules are silent on. This is much more general than people realize I think, because so much of the metagame is usually assumed by the author of the rules, often unconsciously and so exacting procedures aren't described. A very common example is, "What do you do when a dice falls off the table?" Every table has some house rule for this in force. In this case 'd' though we do I think for the first time have an interesting property that distinguishes this category of house rule for them others and that is two tables can both be playing by the RAW and yet also both have differing house rules. Further note, that this category does have its own term of art, and I don't think that's a coincidence.
Um, ok, I guess? This all seems very fussy. I don't think that dice falling off the table is in any way important to an account of RPG play, but that's just me.

I think the project here suffers from a significant problem - the apparent identification of rules use as equivalent to play. RPG rules as written are texts that are interpreted by GMs and players at the table. Two groups using the same rules, even without specific RAW deviation, aren't going to experience the game the same way. The rules provide a framework for play (which is essential) but they aren't quite the same thing as play. Different GMs GM with different priorities and engage with the conversation in different ways, and the same can be said of players. RPG play is messy and complicated and human in a way that the rule book cannot possibly account for. Perhaps that not what you're interested in though, IDK.
 

Shadowrun 2E - I know we had some house rules in SR2, because some stuff just didn't work right, and I discussed it a lot on the old Shadowland.org (ah bygone days!) messageboard, and people had some good fixes and adjustments

We played Shadowrun 2e RAW but with a social contract that we wouldn't exploit the loopholes in the game.

Making the buff spells permanent with karma quickly makes your magic user overpowered and exploiting astral plane and summoning spirits can make most runs anticlimactic.

We quickly realized as players we had to ignore some of the best rules options to keep the game fun.
 

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