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The slippery slope of house rules. When are there too many?
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<blockquote data-quote="Terwox" data-source="post: 1845290" data-attributes="member: 1044"><p>Of minor theoretical interest if you accept the CJT:</p><p><a href="http://en.wikipedia.org/wiki/Groupthink" target="_blank">http://en.wikipedia.org/wiki/Groupthink</a></p><p>Groups don't necessarily make better decisions, they can prove to be worse. Watergate, the Bay of Pigs, the Challenger explosion, etc, showed symptoms of groupthink -- bad decisions made by a group of experts that could have been better.</p><p>Does this apply the the current argument? Well, of course not! I'm just talking.</p><p></p><p>I try not to use many house rules, and the ones I do use are generally pulled from sources I'd call legit. (I love UA.)</p><p>That said, my current game is gestalt and spell points. It fit the current game.</p><p>My past game was craft points that used bits of fallen foes instead of gold, used action points, used a flexible alignment system, and other stuff.</p><p>For me, I try to do what fits the setting as a necessity, then what fits the players as fun. Reducing work isn't really a big deal, but sometimes you need some extra mechanics.</p><p>My current game is spell points and gestalt because it's a new player playing alone, and it's simply easier to deal with spell points, and gestalt is simply for a more effective solo character.</p><p>I try to avoid them. I've had way too many bad experiences with tweaker DMs who don't quite understand the system as well as they think they do -- it just makes things more restrictive, or slower, or worthless, in general. I've played hacked-together mismatches of "more customizable" games than d20... but, it wasn't worth the HOURS of game time spent dealing with the changes that we could have actually been PLAYING. Especially frustrating to have a magic system change, and hours of explanation, when we didn't even use it in a session.</p><p>yikes. anyway!</p></blockquote><p></p>
[QUOTE="Terwox, post: 1845290, member: 1044"] Of minor theoretical interest if you accept the CJT: [url]http://en.wikipedia.org/wiki/Groupthink[/url] Groups don't necessarily make better decisions, they can prove to be worse. Watergate, the Bay of Pigs, the Challenger explosion, etc, showed symptoms of groupthink -- bad decisions made by a group of experts that could have been better. Does this apply the the current argument? Well, of course not! I'm just talking. I try not to use many house rules, and the ones I do use are generally pulled from sources I'd call legit. (I love UA.) That said, my current game is gestalt and spell points. It fit the current game. My past game was craft points that used bits of fallen foes instead of gold, used action points, used a flexible alignment system, and other stuff. For me, I try to do what fits the setting as a necessity, then what fits the players as fun. Reducing work isn't really a big deal, but sometimes you need some extra mechanics. My current game is spell points and gestalt because it's a new player playing alone, and it's simply easier to deal with spell points, and gestalt is simply for a more effective solo character. I try to avoid them. I've had way too many bad experiences with tweaker DMs who don't quite understand the system as well as they think they do -- it just makes things more restrictive, or slower, or worthless, in general. I've played hacked-together mismatches of "more customizable" games than d20... but, it wasn't worth the HOURS of game time spent dealing with the changes that we could have actually been PLAYING. Especially frustrating to have a magic system change, and hours of explanation, when we didn't even use it in a session. yikes. anyway! [/QUOTE]
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