Whose Game is it Anyway?

I was going to talk about defining games today. However, the comments on my last post went off on a fun tangent that I’d like to continue here.

When you get a game, can you, should you, must you, pick and choose the rules you like or add your own house rules? Or, are you only allowed to play it as written?

On the face of it, the obvious answer is that you can do what you like. The Games Police are very lax these days and you can probably get away with anything as long as you keep the curtains drawn. 

Seriously though, there’s a bit to unpack here.

More than once, I’ve been asked at conventions whether it was OK if someone played a game I wrote with house rules. My answer has always been that it’s their game now and they don’t need to ask permission. Whilst my spies areeverywhere, I no longer pay my subscription to orbitaldeathraysareus.com, so there’s not a lot I can do about your transgressions from the One True Way. I am, in fact, more curious about what changes you’ve made and why. I may have missed something important. I may want to adopt the change myself. You never know.

Also at conventions, I’ve been told to my face that I not only didn’t understand what a rule (that I wrote) meant, but that I didn’t understand the intent behind it. A bit hard to know how to deal with that sort of earnest nonsense, but at the end of the day you do you. 

That said, there are two flavours of this situation. Once the game is in your hands you can do what you like with it. Absolutely. However, if a game is played in tournaments, then this won’t work. Everyone can’t bring their own version. There has to be an agreed correct way to play to keep the field level. And this is where the real arguments happen. That’s the context for someone telling me that I didn’t know why I wrote a rule or what it meant. Folk get very invested in tournaments. Now, having noted the existence of tournaments, let’s put them aside for today. 

In your normal gaming group, you should feel free to modify a game as you choose. But there’s a but. Just a little one. I think of it like this. 


Whoever designed the game has played it many, many more times than I have, so I start by assuming that they’ve done something interesting with it. At least, they’ve tried to. Often, especially with more complex games, not everything will be obvious on the first play through, or with that player count, or using that strategy, or in that scenario, or with that faction, or, or, or. So, I’ll wait until I’ve got a firm grasp of what the game as printed was trying to do before I consider changing stuff. Not because the written rules are sacred, but because I may well be doing myself out of something really cool if I change things before I fully understand what I had in the first place. And, importantly, the most interesting designs are sometimes the least obvious precisely because they’re wandering off the beaten path. In other words, I’m interested in uncovering the hidden depths of entertainment that I may miss if I’m too hasty. 

On the other hand, it’s your game now. You bought it, and you’re playing with your friends. If you want to change something to make it fit better with your collective zeitgeist, then go for it. You may not care about missing the intended experience. You don’t have to. 

Personally, I rarely feel moved to change a published game if I don’t think it works as written. I’ve got so many other games I could play instead that something would have to be fixable with very little change, and otherwise compelling. In practice, this is a tiny group (currently containing 1 game, I think). Normally, if it doesn’t work for me, it’ll get traded away. I’d rather be writing my own games than fixing other folk’s stuff. 

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3 Responses to Whose Game is it Anyway?

  1. Odysseas's avatar Odysseas says:

    This is a very big issue with me, actually. Not only because of neurodivergence (Rules make me feel warm and fuzzy inside!), but also because of what you said: someone put blood, sweat and tears to make this happen (or they didn’t, in which case it’ll be pretty obvious anyway). And they have their own vision, which I’d like to experience.

    Going up and changing rules in a game straight from the get-go is almost like going to the movies and yelling at the screen, “NO, LET’S DO IT THE OTHER WAY!”.

    Except now you can change it, and that’s not necessarily a good thing. Because at best you don’t get to play what the creator made for you- at worst, it creates a domino effect that destroyes the rest of the game. RPGs have a lot more resilience in this aspect (Especially if you handwave half the stuff anyway), but any structured rule system often suffers with “fixes”.

    Of course rules can be tweaked, broken, or even genuinely fixed; and I’m guilty on all of these accounts many times over. But always after I’ve tried really hard to understand the actual rules, both the ones I’m looking at and the rest that might be affected.

    If I just go in and change rules nilly-willy to make it easier, it’s literally like putting cheat codes in a game. Same as with cheating in a Co-op game. You’re just making your life easier, but it doesn’t make your experience better, unless your frustration tolerance is not high enough to deal with the game’s current level of tension and challenge. In which case, better look at other games instead of trying to play in “story mode”- that’s my 2 cents at least, I’m not with the fun police.

    • Quirkworthy's avatar Quirkworthy says:

      Granted, you can break stuff by changing things without understanding the underlying structure. But maybe that’s what’s fun for you. Certainly, tinkering with a published game is how many future designers start, so I’d not want to stop their learning process.

      In the end, you have to do what works for you and your group, and different circles will have differing tolerances for this sort of change. Outside a tournament, you can’t mandate a hard and fast approach, so I don’t worry about it.

      Also, designers are neither infallible nor know your group. They may make something flawed, or just not right for your friends. And the fact that we can potentially morph these imperfections into something that brings joy seems like a good thing.

      • Odysseas's avatar Odysseas says:

        Oh definitely. Tinkering is one thing; “modding” something to lessen the challenge is another thing entirely (very common unfortunately), or because of “rule of cool”. But to tinker, you need to know the rules in the first place. Not everybody can do Tunnels & Trolls (aka read D&D, decide they don’t get it, and make their own game inspired by it)!

        I guess I’m negatively biased because most of the tinkering I’ve seen ends up breaking the game entirely (even more so when the game is a tower of cards, like most D&Finder games).

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