MECCG House Rules
The following are some house rules that we play with.
- Muster gives +Prowess (max 7, I think) to an influence attempt for a
Warrior, it is not an automatic success
- Neeker-Breekers to not affect Wizards (or anyone else with no mind
- The Barrow Wight may be played keyed to the Barrow Downs (duh)
- We use a pretty liberal interpretation of the description on "A
Chance Encounter" centered around the key word "may". Basically, we say
you can bring in a character in your hand at a Free/Border-Hold or a
Ruins/Lairs and have the new char be controlled by an existing char with
direct influence, or have the new char control an existing char with the
new char's direct influence, or just under general influence (not
controlled, not controlling). "May". Subjunctive. Read up on it.