Latest / Pick Up and Deliver / House Rules
Transcript
- 0:04Welcome to pick up and deliver the podcast where you pick up my audio recorder
- 0:07as I leave the library and deliver an episode to you while I walk home.
- 0:11I'm Brendan Riley. Well, good afternoon, listen. It's a lovely
- 0:23day here in suburban Chicago. I'm glad to have you joining me on my
- 0:26walk home. It is April eighth, both the Eclipse Day and also Rex
- 0:33Manning Day. If you're not familiar with the teenage comedy Empire Records, today
- 0:38is the day to try it out. It is a late nineties goof fest.
- 0:44It's kind of silly, but it's also a little utopian. But a
- 0:47bunch of no good nicks who work at a record store and they're living their
- 0:52best lives. But the record store is in financial trouble. The question is
- 0:55can they maintain their wacky spirit in the face of corporate degradation. It's a
- 1:03good movie. It's got lots of people who went on to become big stars
- 1:06and worth checking out if you get a chance. Empire Records. I like
- 1:11it in the movie. The movie centers around something that happens all in one
- 1:15day, including a visit by a sort of has been celebrity called Rex Manning,
- 1:21so they call it Rex Manning Day. Somebody figured out that the movie
- 1:23takes place on April eighth, and so April eighth is Rex Manning Day.
- 1:27There it is. Well, on my walk home today, I thought I
- 1:30would talk with you a little bit about a podcast from a year or from
- 1:34nine months ago, reflecting the timeliness of the pick up and deliver recording schedule.
- 1:41No, actually, what it does that reflects the way that us in
- 1:44a podcast, which is I have some podcasts that I put on the beginning
- 1:48of my podcast feed, and then I have a bunch that I put on
- 1:51the end of my podcast feed. The idea is the ones that are on
- 1:53the beginning I encounter pretty quickly, and then the ones that are not as
- 2:00timely or important to me I put on the end of the feed. But
- 2:02then I'm encountering them in chronological order. So whenever I start listening to podcasts,
- 2:07I'll listen to two or three that are contemporary that just came out,
- 2:10and then I'll listen to two or three that are pretty old on. Occasionally
- 2:15I have to go and clear a bunch out because the podcast feed I have
- 2:19limited at two hundred in the queue, and whenever I stop and listen to
- 2:23an audiobook that gets backed up. But anyway, I recently listened to Cardboard
- 2:28Philosophy episode ten Our house Rules Good featuring Austin Harrison from IV Studios. So
- 2:37I enjoyed that episode and I thought that I would crib their topic for this
- 2:44episode of the podcast. Basically, what I'd like to do is talk a
- 2:46little bit about house rules that I enjoy when I think it is worthwhile or
- 2:52not worthwhile to house rule a game and just generally talk house rules. So
- 2:58my first instinct is you should not house rule games. The default should be
- 3:02don't house rule, because designers spend a lot of time play testing their games,
- 3:07and most of the time when you house rule something, you're actually creating
- 3:13a problem that they've already thought about. Now, I would say the biggest
- 3:15caveat to that is that sometimes the problem that you're trying to fix is a
- 3:21feature, not a bug, right, that this is a thing that they
- 3:23want the game to do, and so you trying to house rule to fix
- 3:30it is actually undoing what the game is supposed to do. Now, the
- 3:32caveat part would be that maybe as a player you actually want the game to
- 3:38do something different than the game has actually designed to do. An example here
- 3:45might be a perfect example would be Arkanova. Ark Nova is mostly a tableau
- 3:52builder that is heads down working on your own stuff, and sometimes there are
- 3:59cards that inner fear with other players. Now, this apparently was divisive enough
- 4:03that they came up with an official variant for the negative cards because they on
- 4:10the negative cards, they have a little power at the bottom that gives you
- 4:15an alternate power to use as a positive for yourself rather than a negative to
- 4:19other people. If you're playing the solo mode, and there is a variance
- 4:24in the rule book that says, if you prefer not to play a game
- 4:27where the players are attacking each other, you can just use the blue variant,
- 4:31the blue power anytime that you play one of these cards. So that's
- 4:36kind of a house rule, but of course it's a variant approved by the
- 4:41designer, so it's not really a house rule per se. But that's fixing
- 4:45a problem that the designer obviously did not think was a problem, the conflict
- 4:48part, but playtesters or players made enough stink about it that they said,
- 4:55yeah, you could do it this way. So all is that is to
- 4:57say, and when you house rule something, you are addressing an issue that
- 5:03might be an issue for you. But the designers probably thought of that and
- 5:08saw it. I will say, all right, So I thought i'd talk
- 5:13a little bit about some of the house rules we use and why we use
- 5:15them. The first one is the house rule for poison in gloom Haven.
- 5:23Now the community in gloom Haven came up with this. I heard it from
- 5:29somebody else who heard it from a forum. But basically, in gloom Haven,
- 5:32if your character is poisoned, the next heel that you get, the
- 5:36poison takes the entire heel. So it demands a kind of management of your
- 5:41healing so that you're using a one or two heel to get rid of your
- 5:44poison and not wasting a good three or four heel when all it does is
- 5:47get rid of your poison. Now this is true for the enemies as well,
- 5:51that if the enemy is poisoned and then they heal, they don't get
- 5:56the benefit of the whole heel. They just the heel gets eaten up by
- 5:59the poison. So there's a mix. You know, it's good for you,
- 6:02it's bad for you, but it's also bad for the enemies, But
- 6:05our experience was generally that heels were hard to get and hard to come by,
- 6:10and having to waste them all to get rid of one poison felt bad.
- 6:14It was a feel bad and we didn't enjoy it. So we house
- 6:16ruled it, and we said that when you do a heel, the first
- 6:19point of the heel gets rid of the poison, then the rest of it
- 6:23works to heal you. But the enemies also get that same benefit. For
- 6:27me, that is a sort of quality of life issue. That's fine,
- 6:30especially in a cooperative game. Cooperative games, I find house rules much less
- 6:33likely to be bad because it's just about how easy or hard do you make
- 6:38the game for your own group. Right, You're not advantaging one player over
- 6:44another, although I suppose arguably one player might advance better. There might be
- 6:47some roles that benefit from this healing rule better than other roles, but we
- 6:56don't particularly care about that. Now. Other kinds of house ruling I find
- 7:00less acceptable without careful thought. You know, the classic is Monopoly, where
- 7:06a lot of families put extra money on. I think the cardboard philosophy folks
- 7:10brought that example up. Families felt bad about kids running out of money so
- 7:14quickly, so they started adding extra money to the table that you could get
- 7:16by landing on free parking, and the result is that the game just takes
- 7:19longer, because the whole point of monopoly is you're supposed to run out of
- 7:23money. So if you introduce more money and it just takes the game longer
- 7:26to get to its inevitable end, which is running out of money. For
- 7:29competitive games, generally, the only house rules that I've used are ones that
- 7:33take away some of the unfairness of different elements of the game. A couple
- 7:39examples would be I prefer drafting variants for things like terraforming Mars over just the
- 7:46draw cards variant, because often if somebody gets a bunch of cards that work
- 7:51for them and others someone else's gets doesn't get any cards that work for them,
- 7:55then the person who got the good card draw does better. Now.
- 7:59Arguably, drafting is actually the same problem. If you draw a hand of
- 8:03cards that don't work for you, then the one card you take now,
- 8:07then the next set of cards you get have one fewer card, and presumably
- 8:11the other person took the best card. The big difference would be that in
- 8:13terraforming Mars, different cards work best for different people. So presumably you would
- 8:18have some access to good cards, but it is a potential problem. But
- 8:22that isn't really a house rule that is in the rule book. I believe
- 8:26the drafting cards element. I'm trying to think of other house rules that we
- 8:31use. When we play Arkham Horror, we usually put an extra plus one
- 8:35in the bag because we like the game to be a little easier. While
- 8:37we're playing two player, we take four actions eats instead of three, and
- 8:41we find in three player three actions is just fine. I mean, it's
- 8:45difficult, but four actions makes it too easy that three player. The one
- 8:50competitive house rule I can think of is last time I played Shipyard, I
- 8:56watched the heavy Cardboard teaching video. They talk about the one house rule that
- 9:01they use for Shipyard is instead of dealing everybody a couple private goals, they
- 9:07put out all of the goals that are dealt onto the public stage, and
- 9:11as a player, you get to pick one from each group that you want
- 9:13to score at the end of the game. Again, this is responding to
- 9:18a perception in the community that some of those goals are better than others.
- 9:20The reality is when we played some players found it confusing to have all these
- 9:24goals available and ultimately didn't work toward any of them, whereas they might have
- 9:28worked toward them had they had a goal that they got dealt. So it
- 9:33probably was a wash in terms of the choice to go with that house rule.
- 9:37I will say I agree with the cardboard philosophy folks, that I don't
- 9:39like it. I don't usually use variants. Sometimes the designers will offer you
- 9:43a bunch of different variants to tweak the game to the group's desire, and
- 9:50I understand that, and I appreciate when designers articulate why or which variants are
- 9:54sort of approved, But I really do want the designer to tell me how
- 10:00the game should be played first. You can have the variants in the back,
- 10:03maybe, but I want to know here is the preferred design, here's
- 10:07the preferred way this game is gonna work. That just makes more sense to
- 10:11me. An example of this would be Obsession, which has a bunch of
- 10:13different variants for how the market works or how different things happen, and as
- 10:16a player, you have to decide which one you're gonna do. I think
- 10:20it could be better about foregrounding, which goes where, but that might be
- 10:24a problem with the rulebook more than the game. Well, this is a
- 10:26relatively short episode, but I don't have a ton more to stay about house
- 10:31rules, so I'm gonna pass it over to you, dear listeners. In
- 10:35the forum, one suggested name for it for us listen for you listeners as
- 10:41the pud Pals PUD being pick up and Deliver. Another option would be pick
- 10:46up Pals. I'm happy with either of those, So, friends, listeners,
- 10:50pud pals, what are some of the house rules you use? Head
- 10:54over to board game gig Guild three two sixty nine and share your thoughts there.
- 10:58I'll look forward to hearing how you tweak games when you play them so
- 11:01that I can tweak my games when I play them. If you want to
- 11:03reach out to me, you can email me Brendan at Rattlebox Games or send
- 11:07me a direct message on fourteen peek Wombat nine two nine is my user name
- 11:09there. Thanks for joining me. I'm a walk today. I hope your
- 11:13next walk is as pleasant as mine was. By bye, Brought to you
- 11:35by rattle Box