In MMOs today, the closest thing you have to house rules are
basically how loot distribution works, or perhaps rules around role-playing—as
most MMOs have no enforced constructs around either, or give you the
opportunity to ignore said constructs.
An example of a house rule that my friends and I have for
board gaming is, “Everyone gets one.” Which is to say, you get a do-over if you
goofed and need to rewind your turn or whatever. Say you were playing Settlers
of Catan, and you built a road and wanted to build a town but miscounted your resources, and you want to take that road back. “You laid, you played,”
is the norm, especially if the next turn has already started; however, for us,
sometimes getting that mulligan can be the difference between screwing yourself
or being able to move forward with your strategy.
Chaostle don't need no house rules. Granted, there aren't a tonne of decisions to make to begin with. |
For newer players, we often extend that to getting multiple
ones, but most of the time winning for us is a bonus rather than the ultimate
goal. Being able to dig yourself out of a goof can be pretty rewarding unto its
own, as well, so getting more than one mulligan can actually kind of kill the
fun (and it likely means that you aren’t paying attention anyhow).
In our D&D sessions, we have a couple of house rules we
use. Combat can sometimes move a bit slowly, with all of the interrupts,
options, people staring at the electronic devices, off-conversations,
and so on, folks can be pretty distracted. In our 4th edition game,
we use a “ready” rule—which I fully admit stealing from a DM panel at PAX Prime
a year or two ago—where if your turn comes up and you know precisely what you’re
going to do and execute it, you get +2 to your attack rolls for those attacks.
It rewards those paying attention and keeps combat moving a little more
smoothly. It breaks down a little for more difficult battles when the party
starts really digging into the strategy of the fight, but then, a smarter
strategy more than makes up for loss of the “ready” bonus in practice, and most people are engaged in the strategy discussion anyhow, so I count that as a win regardless.
Are they still called "house rules" if you're not playing in a house? |
Another rule we started using only a couple sessions ago:
the “mop-up.” Combat in most games has front-loaded risk. That is, things are
the most dangerous at the beginning rather than the end. To this end, many
fights most of the big threats are defeated first, and you often have one or
two stragglers left over that aren’t a threat whatsoever, they may just be a
small drain on your resources.
The “mop-up” rule for us in 4th edition D&D
is if there’s one or two enemies that are not real threats, but aren’t likely
to run away or surrender, rather than wasting time the party can just spend one
or two healing surges (to represent the resource
expenditure) to just win. No sense in taking another 15 – 30 minutes
finishing the battle.
Now, at my (the DM) discretion, I can say, no the mop-up
rule is not applicable. For example, if it’s possible that the stragglers could
escape and warn their friends, or the final enemy is a lot more powerful than
normal (or the fight is actually back-loaded in difficulty), I can say no, you
can’t use that rule. On one occasion today the party opted not to use it
because they figured they’d wipe the floor with the remainder and not incur
even a healing surge’s worth of damage. It’s not really meant as a cheat, just
as a convenience to skip past boring play where the outcome is effectively
determined at that point.
The beauty of being the DM, however, is making all the rules. Who needs your crazy flat maps anyhow? |
House rules making your gaming more comfortable, and often make things just a little more fun. If you have house rules that you use, feel free to share
them! We’re always looking for ways to make our gaming better. Or perhaps, if
you could implement a house rule in an MMO for you and your guild, what would
you add?
#BoardGames, #DandD, #HouseRules
Cards Against Humanity has a few 'sample' house rules in their instruction sheet, which I think is a great way to suggest flexibility. Munchkin, too, reminds players that 's/he who owns the deck casts deciding votes.'
ReplyDeleteThis can extend to online games too, though. I played Starcraft on a regular basis with friends when I was younger, and we'd regularly agree to conditions that would spice up our gaming relationships: no rushing for 3 minutes, rushing allowed but only with specific units, no ground, no air, etc. Later, when we were playing Soul Caliber and Super Smash Bros. we declared certain moves off limits after we found characters with easily spammable combos that couldn't reliably be interrupted. (Looking at you, Raphael.) I guess most of these could be distilled down to 'don't be a dick'.
The only MMO house rule I've had, even for myself, was offering a certain amount of profit sharing to roommates or significant others. Friends of mine have shared that they won't directly compete with their spouse in identical markets for the auction house, too. I suppose that's a good way to keep pricing wars out of the bedroom. :)
Good points! Especially around the local multiplayer "house rules". Not something you'd likely be able to enforce in a setting with random people, but I bet n a game like LoL or Dota folks have their own house rules with friends.
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