One of my favorite statements from an RPG manual (and no I can't think which one just now) said "If you don't like the rule, then sit down with your friends and change it." Its like the Pirates Code, think of the rules as more like "guidelines."
We actually have played it "straight out of the box" and unlike most (almost all) miniature games, board games, and certainly RPGs, it works just fine like that!
In fact, the house rules we're adopting are extremely minimal and all on a "lets see how it works out" basis, rather than anything we are extremely excited about.
Der Kommandant, another way to perceive the various topics about house rules here is simply that if players were playing the game normally and each one of those gamers posted something here, those topics and battle reports would vastly outnumber the house rules threads. In other words, don't look at the current discussions as any sort of mass protest. :wink:
A lot of gamers (especially historical gamers) are going to have things they feel are inviolate (range on guns, movement, whatever) and might get all butt-hurt if they don't feel rules cover those things well enough. I hate it when a game is house ruled a whole lot. If core rules are playable and make a fair amount of sense (and don't totally screw historical integrity) I think that should be good enough. VaS is *very* playable and the rules pretty much flow.
But not everyone agrees with that. I might make a few tweaks for my group just so a couple guys will quit whining. Since they're personal friends I can't say "go play something else if you don't like it" and I want them to play this game not some other ship game. Looks like I'll be using a couple house rules. Small ones though.[/i]
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