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of rules and munchkins



I just want to take a minute and babble some fundamental principles that
I believe make rules arbitration much simpler.

There are basically only a few cases when we feel the need to make
changes to the rules.

1. To fix an error or omission or add clarification. This has
historically been the most common case as the rules are really still
evolving. Changes/clarifications that fix holes and make understanding
easier get integrated into the manual very quickly. Dan has always been
responsive to these (sometimes his choice of fix wouldn't be mine, but
he has always implemented "some" fix).

2. Removing a restriction or non-logical rule. This type of change need
to get discussed thoroughly to make sure that its removal doesn't open
up gaps. AQ should be open ended. You should be able to start with a
base character but there really should be no limits on where you can end
up. Some restrictions actually exist to simplify game play. This has to
be taken into account.

3. Realism. The game is easier to relate to if it isn't glaringly
different than reality. Whenever realism can be added without increasing
complexity, it should be. Where the extra realism increases complexity
it needs to be looked at hard to see if there would be enough extra
enjoyment to justify the added complexity. If you can get more realism
with _LESS_ complexity I think you'd find your changes embraced with
open arms and big smiles :)

4. Simplification. Making the rules simpler to use without removing any
of the options that people enjoy. The goal should always be to have the
mechanics of the game intrude as little as possible. Anytime a game has
to stop to discuss a mechanic the rules have failed and a
change/clarification is required.

That said... some simple meta rules to be kept in mind:

1. If its too good to be true, it is. This is a very straightforward
rule. If you believe that you spot some abuse that makes you a god or
lets you generate infinite eeps then one of two things has occurred:

        a) Your not reading the rules properly (the most likely case);
        b) The rules need to be fixed

    When in doubt, ask the question. In most cases (even in case (b)) a
clarification is usually all that is needed, not an actual rule change.

2. Gameflow takes precedence over all else... including realism. Any
mechanic that slows (or halts) a game is bad. Any mechanism which causes
people to forget they are role-playing and go "that's dumb" is bad.

3. Math is bad. As much as Dan hates charts, I'd take a chart any day to
avoid doing math. Math takes too long. AQ is the 1st role-playing game
I've had to have a calculator to play ('course I'm a bit of an eep
"optimizer"). Therefor any rule which requires a lot of mental
calculation during game play is bad (see rule #2).

-Steve