Every RPG is a selection of rules that are mostly optional. Most groups use not only a subset of those rules, but also have their own "house rules." These are rules the group invented themselves in order to handle situations that were either unforeseen in the original books or were not satisfactory to the group. Or possibly, the group simply wanted to have these situations handled differently.
Eric's Dominion provides several articles, new talents and house rules for GURPS.
Gurps Ground Zero good collection of houserules and more. Most interesting rules are the arete compendium and these thoughts on making combat have a more intense feel.
Rules for character creation
10/27/2007 7:46:12 PM - Maliseraph-76.182.114.151
Splitting skill costs into two cateogires, 'combat' and 'noncombat'.
6/1/2006 12:14:00 AM - -84.114.169.145
Alternate rules for combat.
3/25/2008 1:30:19 AM - eric@ericphillips.info-65.2.86.123
House rules for magic in settings where magic corrupts the mage.
12/1/2007 9:40:26 AM - Judd Fetters-64.126.28.229
This page offers a set of house rules to handle acknowledged problems in Magic 4e
6/7/2007 4:33:40 PM - -209.198.95.98
use the magic power modifier for all powers used as magic. add FP cost as desired, use the -10% guidelines listed in GURPS Magic for using words, hand or foot motions, and monetary expenditure
8/28/2008 9:32:23 PM - -130.184.251.50
House rules that are not about combat, magic, or character creation.
3/8/2005 10:24:00 AM - RaynerApe-193.151.81.184
Expanded, optional and alternate rules for hiking
8/13/2007 9:37:02 AM - -82.125.237.198
How to make use of the Decibel Measurement system
3/5/2008 3:34:30 AM - -150.101.214.82
Click to read this topic
7/7/2005 5:57:00 PM - BrackXs-84.185.151.56
The starter page for our section of HouseRules.
2/29/2008 1:06:54 AM - -67.172.26.175
The starter page for our section of HouseRules.
2/29/2008 1:06:54 AM - -67.172.26.175
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