@Miss-Demeanor said in House Rules vs Rules as Written:
@surreality The biggest issue I have with what you're saying is that you're taking a few sentences in the start of the WoD/CoD books and waving them about like a Get Out of Jail Free card.
I have to ask -- where exactly am I saying this? I'm saying: the canon material suggests doing this. The canon material has suggested this repeatedly and often since 1991, and has not changed its stance on this. By saying, 'stick to the canon' in the case of WoD/etc., you're choosing to ignore that this, actually, is a part of the canon.
Yes, the book states you can change whatever doesn't work for you... in the context of a small group setting in which everyone can relatively easily agree upon what will be changed and how. Blanket applying that statement to the entire gameline as its being translated to MUSHes is about as ridiculous as expecting there to be no House Rules ever, at all. Its the opposing ends of the spectrum.
I really don't see this in what I'm saying at all. Again, see the above -- that is in the canon.
Systems require more or less translation for different circumstances. We would not have different rulesets for LARP and tabletop if this was not a basic reality on the ground. That the authors recognize this is a plus, because the actual canon is often vague, inconsistent, or otherwise unclear.
As I stated earlier: the most common form of house rule is a determination of which interpretation of an ambiguous writeup or mechanic is going to be on that game for purposes of consistency. This doesn't actually change anything; it simply clarifies which of several potential interpretations is going to be in use on the game to ensure fairness and to provide reference for multiple STs to all be on the same page. That's pretty important.
No House Rules Ever means the game will have areas where it fails hard and no way to fix it. It will lead to frustration and disgruntlement, and the best you can do is shrug and tell people to deal with it.
Agreed in full -- but it's what some are suggesting, and that in place of house rules of any kind, all you have to do is say "nope!" to have no problems ever -- and that's patently silly.
Do Whatever I Want Because the Book Says I Can leads to the game becoming so bloated with House Rules that its barely recognizable as a game and expects far more effort from its players to keep up with an ever-expanding body of House Rules.
I see house rules from almost the opposite end of the spectrum, actually.
It is typically to prevent a whole lot of 'do whatever I want' -- which happens fairly often. Again, it's often stuff people wouldn't try to get away with at a table or a LARP. Sometimes it's as simple as saying, "We're using the book rules exclusively for this, do not randomly add extra effects" -- this happened on TR, for instance, when players needed to be reminded that, yes, biokinesis has specific rules and effects, and it won't give you a magic wonderdong with extra impregnation powers or function as magical birth control just because a specific player decides to interpret the fluff that way. (Yes, that exactly happened.)
This is where TR and FC failed (partly, anyways). They both quickly became a 'if I don't like the way this works, I'll just whine til they change it' free-for-all, no matter how much it fucked over the people that were actually playing by the RAW. More than half of the House Rules on both games are utterly unnecessary, add little to nothing to the game, and could easily have been solved simply by telling someone 'this is how it works per the book, follow it'.
And ideally that's how it works, as I mentioned above.
Personally, I don't mind custom content tailored to a specific setting, provided it doesn't completely suck, and it is made available in a fair way to everyone (rather than 'I want a shiny so I'm going to make myself a special shiny!' because that's just bullshit).
tldr; House Rules for the sake of House Rules are confusing at best and actively thumb their noses at players at the worst. The books were written entirely within the context of a small group of dedicated players (including the part that says to change whatever you want).
There's a paradox here: yes, written for that context, including that.
Changes are inherently necessary for a different context. I keep repeating this, and we seem to agree on that point; people saying the tabletop as written is precisely how a MUX should operate are simply ignoring this like some inconvenient trivia, when it's absolutely not the case.
No, you're not going to get 100+ people to all agree about whatever the decision is about clarification #172 the way you might at a table with five buddies, but at the table you also don't have a dozen different STs at any given moment who are being confronted with how to handle situation #172 consistently for the game without that clarification that all need to be on the same page.