andakitty said:That's OK. You might have noticed most of us are fully capable of tailoring rules...in fact that's most of what some of us do.
Yes! Thank you!
This is something I have been championing for a long, long time - and I kinda blame D20

Once, long ago, I played D&D, Traveller and a host of other games. I made up new rules, changed ones I didn't like and generally fiddled with the game. I knew a lot of other people who did the same thing.
Somewhere along the line, this seems to have been lost. And I have a feeling it started around the time of D20, though whether that was the direct cause or not, I cannot say. But fiddling around with games at a fundamental level is, for me, as much a part of roleplaying as anything else. The rulebook is not the be all and end all - it is the start, the jumping off point.
It seems that more and more players are expecting their rulebooks to provide everything necessary (including the creative stuff, but that never happens) to cover every situation - and D20 makes a good stab at this, but you end up with 300+ page rulebooks with a Dollar tag to match. But it ain't exactly the hobby I grew to love.
If you guys take the new RuneQuest and start mucking about with the rules, using them as a building block for your own games (and, hey, releasing them for others under the Open Licence), then you are doing _exactly_ what I intended for the game.
This is not to say that games designers should abdicate their role. But if you play a six month campaign of RuneQuest with just half the rules intact as written, and you have fun with it, then my job has been successful.
Of course, others may not agree
