I should've added a "WARNING, proceed at your own risk", 'p.s.' to my comment as I soon discovered that 'customizing' any game could easily lead to problems with other players who might not necessarily buy into my 'vision'. This problem could get pretty bad when where the boardgames that SPI & AH  usually produced.
With rpg's the GM, of course, is in charge but problems could still arise.

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On November 21, 2019 at 4:54 PM "Phil Pugliese - philpugliese at yahoo.com (via tml list)" <xxxxxx@simplelists.com> wrote:

 
On Thursday, November 21, 2019, 04:43:34 PM MST, Jeff Zeitlin <xxxxxx@freelancetraveller.com> wrote:


On Thu, 21 Nov 2019 11:17:41 -0800, "Kelly St. Clair" < xxxxxx@efn.org>
wrote:

>IMO, what all of this demonstrates is that there IS no one consistent
>and definitive answer to be found in a ruleset and/or setting that was
>created over many years, by many hands, and at some point you (and all
>of us) just have to go with something that makes sense.  Make it up
>yourself, if you have to - that's what GDW (and DGP) did!

"Ding! Ding! Ding! WE HAVE A WINNAH!" That's ultimately _always_ the
answer, and is Rule Zero for any RPG whose designer(s) weren't totally anal
overcontrolling a$$h0le$. In my occasionally-reposted Pretentiously-Written
Rant In Re Canon, I phrase it as "An ye like it not, CHANGE IT!". 'Nuff
said...

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Reminds me of back in 'ye olde dayes', when SPI was still publishing S&T Magazine, there was an editorial comment stating how they were just amazed at how many letters they received asking permission to change a rule!
Of course, anyone who read AH's 'General' magazine in it's early days would know that there was a constant stream of rules questions which were usually handled definitively but often also contradictorily!

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