English edition v1.3.3

#House-Rule Philosophy — Why · When · How

Contents

#§ Scent — Whose Rules Are They?

The rulebook is a campaign's starting point. But the campaign does not follow the rulebook; the reverse — the rulebook should follow the campaign. If the PCs are having fun and the GM is clear, that is the right rule.

This guide is not about "how to break the official rules" but about "how to fit the official rules to your own table."

#§ Law — 4 Principles

#1. Why — Clarify the Motive First

Bad motives:

  • "Just because I like a stronger character"
  • "Because the official rules are hard (without understanding them)"
  • "So that only one PC benefits"

Good motives:

  • "To match this campaign's tone (grimdark · cinematic)"
  • "For the PCs' enjoyment (removing the boring parts)"
  • "Because of the table's time constraints (shortening)"
  • "For a specific narrative (a 1-time variation)"

Check: "Can the campaign proceed even without this variation?" Yes → hold off on the variation. No → the variation is needed.

#2. When — Timing of a Variation

TimingSuitability
Session 0 (before the campaign begins)★★★★★ optimal
Season transition★★★★ good
Mid-session★★ not recommended (1-time events only)
After a session ends → next session★★★ possible

Changing a rule during a session risks damaging PC trust. Only 1-time temporary variations are allowed.

#3. How — Variation Procedure

  1. A clear 1-line variation declaration: "Replace core rule X with Y"
  2. PC agreement (when needed): agreement is essential when it affects the whole campaign
  3. Trial (optional): decide after a 1-session trial
  4. Formalization (optional): record it in the campaign notes once agreed

#4. Recovery Procedure — When a Variation Doesn't Work

  • Immediate reversion possible: "The rule variation we agreed on yesterday reverts to the core rules from the next session"
  • Don't burden the PCs: if the variation was a loss for the PCs, compensate them (Energy · Fate points · assets)
  • Drop the GM's pride: admit that "I tried it, and it didn't work"

#§ Anti-Patterns

#1. The "GM's Whim" Rule

The GM applies a different rule each session. PCs cannot predict. → trust damage.

#2. The "Only One PC Benefits" Rule

A variation favorable to a specific PC. Other PCs are alienated. → party split.

#3. The "Varying Without Understanding the Official Rules" Pattern

Arbitrary variation without sufficiently understanding the core rules. → unintended side effects.

#4. The "No Reversion" Variation

A permanent variation. No PC recovery option. → a campaign dead end.

  • This expansion's 30 (alternate rules): officially validated variations. Safe.
  • This expansion's 60 (house rules): a guide for GM authorship of variations. The 60-09 playtest protocol is recommended.
  • Custom content (60-08): authorship of schools · masterworks · settings. See the 21-05 guide.

"Following the rules is freedom. Changing the rules is freedom. But losing the PCs' enjoyment is not freedom."