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"You write your own rules because..." Topic


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Personal logo Editor in Chief Bill The Editor of TMP Fezian08 May 2019 5:38 p.m. PST

You were asked – TMP link

I know lots of use house rules in our games. Others create their own games from scratch. In the latter case, why do you write your own game?

19% of the votes went for: "I want to recreate the elements, themes and feel that I want in a period or setting."

18%: "Creating games is fun."

9%: "To cater to my own set of prejudices and the outcomes I wish to see."

8%: "I wanted rules that were fast-playing."

6%: "Because the existing rules covering the setting are an unplayable mess, and I think that I can do better with the source material."

Aethelflaeda was framed09 May 2019 1:27 p.m. PST

Only I can save the world from the swamp of inferior games

Rudysnelson09 May 2019 4:42 p.m. PST

Just something I started in 1979 when I was in the army and had access to many libraries.

UshCha10 May 2019 7:53 a.m. PST

We wrote ours as there was nothing worthy of the term simulation available. We published so that other like minded individuals were spared the pain. Also somebody seeing what we could do may do it even better and then we all gain.

Blutarski10 May 2019 4:01 p.m. PST

It has been an excuse to buy lots of obscure and expensive reference books to advance my interest in the subject. If a better set of rules emerges, it is an added bonus.

;-)

B

Mr Jones18 May 2019 2:00 p.m. PST

Because I don't like anyone else's rules (besides, I can't remember what other people write in their rule books!).

bobm195921 May 2019 9:16 a.m. PST

Creating games that feel right and are fun to play is very satisfying.

John Michael Priest09 Aug 2019 11:30 a.m. PST

I used miniature wargaming in the classroom to teach how confusing an action could become. Since I usually War game solo, I prefer entering variables into a game which can produce unexpected results.

Currently I am developing a system for Fall-in where the players enter the board from random areas simultaneously. After moving the players determine whether or not contact has been made

They then announce charges and determine if the orders will be executed. If not there is no charge

If they succeed the opponent determines whether he can see or hear it coming then determines how his unit will react. If the die is against him he can try to countermand it

Contact will result in casualties in which the CO stands a 25% chance of getting hit

With hand to hand out of the way both sides may conduct organized firing

I call is Chaos, Confusion, And Casualties.

UshCha10 Aug 2019 1:34 p.m. PST

MR Jones,
writing your own does not necessarily solve the problem. In reviewing ours after 10 years some bits we thought were inadequate were because we had forgotten what we had written.

To be fair there will be some changes we have learnt a lot more about the real thing since we started. Plus some explanations could be improved on.

SouthernPhantom24 Aug 2019 4:51 p.m. PST

Because I enjoy tinkering, and no rules will fit a homebrew setting like rules written specifically with that setting in mind!

A Lot of Gaul25 Aug 2019 6:21 a.m. PST

11% said: "I don't write my own rules."

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