Michael Silverbane
Adventurer
Currently, I am running a game that is comprised primarily of house rules. That is, I'm using a published system (star wars sage edition) as the baseline for a game that I am developing myself.
Now, when I started the game up, I told the players, "I have a game that I want to run, but it is heavily modified from the system that you might be used to." and also, "the rules for this game are not entirely set, so things might change mid-campaign."
So far, my players have been very patient with me and quite accepting of the changes that I've made. There haven't been a whole lot of questions (other than the same types of questions that you would get from a professionally designed game) and there hasn't been any complaining. Part of this is, I'm sure, how I've gone about handling these changes...
Whenever I change a rule, I write it up and post it to my game's wiki. Then I send out an email summarizing the extent of the changes, and what affects I think it will have, and who it is going to affect the most. Anybody who feels the urge to do so can then make changes to their character, in order to take advantage of these rules, or to reduce the extent to which these rules will affect them.
Whenever a problem comes up in play, we make a note of it, but stick with the current rule. After the session, I note the problem again on the game's wiki, and then start making changes to the rule to fix the perceived problem (which goes back to the process above).
There may come a point at which my players say, "enough is enough." But I think that as long as I keep my players in mind while I'm working out the rules, and so long as the channels of communication remain open, that will be a long way off.
Now, when I started the game up, I told the players, "I have a game that I want to run, but it is heavily modified from the system that you might be used to." and also, "the rules for this game are not entirely set, so things might change mid-campaign."
So far, my players have been very patient with me and quite accepting of the changes that I've made. There haven't been a whole lot of questions (other than the same types of questions that you would get from a professionally designed game) and there hasn't been any complaining. Part of this is, I'm sure, how I've gone about handling these changes...
Whenever I change a rule, I write it up and post it to my game's wiki. Then I send out an email summarizing the extent of the changes, and what affects I think it will have, and who it is going to affect the most. Anybody who feels the urge to do so can then make changes to their character, in order to take advantage of these rules, or to reduce the extent to which these rules will affect them.
Whenever a problem comes up in play, we make a note of it, but stick with the current rule. After the session, I note the problem again on the game's wiki, and then start making changes to the rule to fix the perceived problem (which goes back to the process above).
There may come a point at which my players say, "enough is enough." But I think that as long as I keep my players in mind while I'm working out the rules, and so long as the channels of communication remain open, that will be a long way off.