* **Hacks are *totally* appropriate for game rec.** TRPGs are a heavily DIY-based culture. From a pure "System Does Matter" perspective, it's often better to recommend a way to reskin and tweak a system that's a good fit for the goals of a game than to recommend an appropriate pre-built setting with a ho-hum system attached. If someone doesn't want to hack, they can specify that in their question or just ignore your answer. * As I suggested in [this meta answer][1], **the key to suggesting hacks is to actually teach us what to do in your answer**. Now, your answer should be actionable, but I don't think it needs to do *everything*. But you have to "teach your reader to fish" by sharing the fruits of your play experience and system mastery — clearly signpost the hardest and most important changes, and make at least a passing mention of the other kinds of things to be aware of. * **An answer should be more than mere speculation**. A good answer should have a clear and detailed understanding of the issues involved in making a hack like this. Because there *are* issues that come up that aren't obvious from an armchair viewpoint. "Oh, I dunno, hack my favorite game, I'm sure it'll work out fine" isn't a useful answer. Direct experience with a similar situation is ideal. (I don't think it needs to be identical; that'd be an insane and counterproductive requirement that excludes too many good answers to be worthwhile, I think.) Indirect experience, i.e. you've read a bunch about someone else doing it, can also be useful — you should definitely link back to the source so readers know where they can go to learn more, though. [1]: https://rpg.meta.stackexchange.com/a/3342/2570