“tinker
(verb):
to
work in the manner of a tinker, especially:
to
repair, adjust, or work with something in an unskilled or
experimental manner.”
– Merriam-Webster
Online
I recently ordered a pretty pricy battle game and
– after the initial euphoria of opening the box, reading the rules,
and sorting all the tiles, counters, and bits – soon found
disappointment in the actual gameplay. The game worked, of course,
and I admired some of the mechanics; but in play I encountered
several instances that didn’t seem to make sense and even crippled
the abilities of units in certain frequently encountered situations.
I ambled about in despair for a brief moment...I’d just spent money
on something that didn’t work to my satisfaction. But then I
reminded myself I could tinker with the mechanics to transform it
into something closer to the satisfying play experience I expected.
That’s part of our nature as gamers: if a game isn’t working for
us, we seek solutions to make it work. And sometimes that’s part of
the fun.
Games often invite playful tinkering in the
interest of everyone’s enjoyment. Try as they might, enthusiasts
don’t adhere to the letter of the rules for long. We soon find room
for improvement or expansion. Some wargames could use streamlining,
more elegant rules interpretation, or basic overhauls of mechanics we
simply don’t like. Bob Cordery’s Portable Wargame series
of rules invites this kind of experimentation to expand the ruleset’s
framwork, as evidenced by my own recent explorations documented at
“Tinkering with Gridded Naval Wargames.” Roleplaying games
certainly benefit from such rules modifications but also thrive on
expansion: new character classes, gear, and other enhancements (and
I’m not even mentioning further development of the game setting). I
need only to point to the seemingly innumerable Old School
Renaissance games (OSR) not simply emulating the classic roleplaying
games of yore but putting each designer’s particular spin on what
satisfies their gaming style. How many gamers house-ruled their
favorite roleplaying system, fine-tuning it to the kind of game they
like to play? Tinkering is a form of play, a sometimes pointless yet
fun activity; and when we tinker with games, we’re playing with our
play to make it more enjoyable. It’s all part of the playful
process. Sure, some of us might take it more seriously than others,
but it’s all in the pursuit of fun.
Game rules, of course, provide a baseline for
play, a commonly understood language so we can move from one game
group to another with a shared understanding of how a game works.
House rules adjust those baselines, much like a regional dialect
bends the language; because they affect play they’re outlined and
explained before the game starts so everyone’s on the same page.
Rules changes affect everyone and hence belong in the realm of the
“social contract” gamers agree upon when we gather around the
table for a common gameplay goal. They should affect everyone equally
to assure fair play. It’s part of the group activity we engage in
when we gather around the table for a game.
“Rules
are not necessarily sacred, principles are.”
– Franklin
D. Roosevelt
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