@Livia said in WoD: House Rules:
For me I think it depends on the reason for the house rules more than the rules themselves.
This, but most of all, I want to clearly see the reason for the house rule plainly stated somewhere. Why? Because if staff outlines why something was ruled that way, it lets me understand what kind of game the want to run–what themes they’re interested versus what bumps up against that, what sorts of stories they want to tell, what mechanics they do and don’t want to deal with, etc.
That makes it a whole lot easier for me to gauge what staff is looking for, or at least willing to engage with, when it comes to their interaction with players than things getting ruled on a case by case basis that can sometimes feel like, “Which GM card did you draw from the lottery? Do they like this plot? Do they like you? What mood are they in today? Is the wind blowing south-westerly and the moon full?” that can happen when you’re dealing with WoD, especially on a multi-sphere game with conflicting rules between splat, edition, and supplement.
Then again, I also tend to prefer single-sphere games specifically because they make the rule base so much easier to navigate. You may still need to HR something, but at least it’s going to be because of theme, mechanical confusion, or trying to make something work better on a MU*, instead of just, “Yeah, every sphere has a different but also overlapping skill list because screw you, that’s why.”