How Random Babbling Becomes Corporate Policy (t3knomanser) wrote,
How Random Babbling Becomes Corporate Policy

Happy Crack Day.

Yes ladies and gentlemen, I have declared today Crackday. Smile, be cracked.

Today? Played games. Finally beat the third level of Thief 2. You may not think that an accomplishment, but being that it takes roughly an hour to beat a level- if you don't screw up, that's something. Discovered that Half-Life gets progressively meaner, though I had a good moment. This one part, I was in a ventilation shaft and under me were two guards. One was whining, "Man, dropped twelve scientists, and not one of them put up a fight. This is a bum assignment." I decided that this was a good time to unload two shotgun shells into his head from above. Made me feel special.

Spent tonight over at Sam's... we made four pages or so of new Mage Knight rules, with plans for even more. For the most part, they're light hearted, whimsical rules for making certain figures more interesting (like the Orc Captain can eat other orcs to heal himself, or the technomancer can take apart golems to build walls that fight back a little), or making tweaks so that larger formations and a greater variety of manuvers can be used in games of 500+ point armies.

We also came up with ideas yet to be written down, such as various terrain elements, like a Living Forest, or a volcano, and whirlwinds, etc. I think I might invent some weather rules too. The key to good house rules- they have to be as simple as possible, because the very act of creating a new rule already complicates things more than you have to. It must provide a high level of interest and have a strong impact on game play, and do so in a consistant and easily explained manner. Otherwise, it's a horrible rule.

This holds true for many things.

That said, be simple.

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