I understand the desire to tinker and play with rules. It a lot of
fun to play with the rules to encourage the type of playing you want
to do. But after much thought and a little play testing, there is
only one thing I'd change with Risus. I found that the difference of
one die is large in combat, but it forces the characters to give a
little more thought to their action. So I added just one thing, Fate/
Style points. I give the characters Fate/Style points when they do an
action with style and good description, I also give them one when they
role play their hooks and goals. Then the players can spend their Fate/
Style points to add a die to any roll, or to make a small statement
about the gaming world. I found this helps encourage good
descriptions, and lets the players feel they have a little more
control in the gaming world, and finally when it comes time for their
big heroic actions, they have the dice to accomplish it.
I usually run more of a pulp action style game, and this fits in great.
On Jul 9, 2009, at 6:45 PM, Daniel wrote:
>
>
> > And don't forget: There is no wrong way to play!
>
> That's true! I'm just hoping that the house rules I'd like to
> implement
> for this setting have a high entertainment to effort ratio
>
>
>
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