When I needed classes that did not yet exist (such as the ranger or the alchemist), I developed my own. When I came upon rules that did not seem to make sense, such as elves and dwarves can only rise to a certain level or priests can’t use edged weapons, I dropped them. So I followed Gary Gygax’s advice in the Dungeon Master’s Guide that the rule system was simply a guide to be expanded upon. Or at least I used the portions of the rule system available in the few books I owned at the time. When the campaign first began in 1982, I used the AD&D rule system. I never made a conscious decision not to use the official rules and instead come up with my own it just kind of happened that way. Rule purists or those who can’t stand the thought of a dynamic rule system will have difficulty with The Game and its rule system. Whereas other “fixed” systems come and go (as players seek ways to “beat the system”), our rules adapt and change when necessary. The dynamic nature of the rules is one of the key reasons for the campaign’s success and longevity. This system has evolved over 36 years and it is dynamic (not static, constantly evolving). “The danger of a mutable system is that you or your players will go too far in some undesirable direction and end up with a short-lived campaign.” “The secret we should never let the gamemasters know is that they don’t need any rules.”
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