House Rules
I noticed on Mr. Goodman's awesome site that there's a lot of House Rules that people have come up with, which is not that surprising (I've created hundreds of my own house rules for games over the years).
I've played both Lord of the Rings and Trek, and it's my (and our group's) opinion that Trek seems to be the better designed of the two. There seems to be a few more restrictions in character creation and such that keep characters from progressing into gods with 30 advancements (which is what we saw in playing LotR). We also ended up with quite a few house rules for LotR, but haven't needed many so far for Trek.
Our group has recently decided to incorporate Fugazi Grrl's rule about extra actions (only allowing extras for defensive actions) and some of the others I've seen make a lot of sense as well.
My question to you fine folks, who have more experience with this game:
If you had to list the three main 'house rules' that you feel are the most necessary for the game (to make it balanced and playable), which ones would you recommend? Note that they can be yours or someone else's that you've seen.
Thanks so much!
Doug Taylor
Member of Decipher's Hall of Fame
Currently running The One Ring RPG. I also occasionally run Villains & Vigilantes (our campaign is in year 25) and WEG d6 Star Wars (both games are mostly on hiatus) and an annual game based on The X-Files (using Conspiracy X).