Re: OOCC
Rules are great. The make and define a game, they also ruin and hinder game.
100 years ago, me and my brother, tried the Oringal D&D, we were wargamers who game from the Avalon Hill games..AH had complicates rules, but thier Combat ( at least for tactical were one counter was one plane, ship ect) had great dice roll charts, that took almost everything into account
OD&D fell short with vague rules
We used Tunnels and Trolls, which i still have all the sologames, it was fun, but it wasn't really meant to be a 'serious' game
Then, we used In The Labyrinth , that Grew out of Melee and Wizard..simple rules, tactical because you used a hex board, their Advanced versions of Melee and Wizard. The advance rules were great It allowed for building your character..there were penalties if you chose spells or talents that was outside your class...but you could do that. A wizard with a sword... a ranger with a spell ect.
when i ran a campaign using Advanced version, we never went back to D&D. Some things, as the GM, i had to adjust the rules or make one up if it came outside the boarders of the current rules....BUT..RP was always first.
............
In my games, i have my own simple system, for building the characters, and rules.. I call it semi-freeform, because there aren't hard core rules, but the rules that are there eliminate god modes, People are still playing a game, they know the rules, they get their points.. and everyone has fun.
I guess what I am trying say is, don't be a slave to rules carve them to meet you game.
The 'great' Gygax said "..these aren't rule, but more like suggestions "