Starting off this thread, just to see if anyone is interested in playing with me.
"You know you've got a bad rule when ..."
it requires multiple books to explain.
Keep it going in the comments!
Tuesday, March 9, 2010
Subscribe to:
Post Comments (Atom)
6 comments:
You take 20 minutes to read a 4-page manual, are still not sure about everything, and during play you and the other 3 players still argue over the rules while looking them up in the rulebook ("I think that the rule means *this*").
it's so ambiguous that you could write an essay on the various interpretations of said rule.
The rule contains a double negative...
Everywhere you go has house ruled that particular rule.
You will strenuously avoid any situation where the rule would come into play.
I'm thinking Grappling rules, but it applies to anything else, really.
... the rule violates the game's genre. For example, a heroic game shouldn't include one-shot player kills. Rules endorse behavior!
... the rule duplicates what an existing rule already does. Complexity is the enemy!
... the rule uses square root calculations, in the middle of play. If people want math, they'll play computer games.
... the rule has bad math. "Murphy's Rules" was full of these. If you want to keep numbers simple, fine ... but if your scatter rules have a three-foot toss deviating by 40 feet on a regular basis, your rule's math is bad and you should feel bad.
... the rule has commentary that blames the players for any possible abuse. It is the poor game designer who blames their players.
Post a Comment