The purpose of this game is to see how the rules work, so I am implementing very few house rules. I have corrected a few obvious typos in the book (e.g., something that appears to be a bonus, but should actually be a penalty), which I won't bother to note here. The others are all minor tweaks in little areas where the game was unplayable:
- I’ll let characters pick their Zodiac sign instead of rolling randomly for it. They also don’t have to roll their ability scores with 3d6 in order; I’ll allow them to rearrange scores and even reroll if the character is truly crappy. I’ll allow some rerolls on the Bogey Table, but a negative result can only be rerolled to another negative result, and players can't switch a really bad disadvantage for a minor disadvantage (or a minor benefit for an outstanding one). I’m open to negotiation, however.
- To maintain game balance, female characters start as 18-year-olds with two experience levels, not as 16-year-olds with zero. Female characters may choose to base their social class on a husband or late husband instead of on a father, if they would like.
- Zero-level characters gain combat experience as though they were first level characters. This prevents having to divide by zero.
- A character who defeats a zero-level adversary in combat gains experience as if his opponent had been a ½-level adversary. This prevents low-level characters from beating low-level enemies, yet gaining no experience from it.
- Zero-level magic users may accumulate mana as if they were ½-level magic-users. Otherwise, they cannot cast any spells, and it is therefore almost impossible for them to gain the experience they need to reach first level.