Shandar said:
Your example does not answer the question asked. I am not debating the existence or 'okayness' of rules written to supplement those already existing in the rulebook.
Do you feel that chapters should be able to alter *existing* rules that would be found in the book or create new ones which directly contradict existing rules?
I'm talking about long-term unresolvable alterations, such as
"Love elixirs are not allowed to exist in our game, because the herbs to make them do not exist here!"
"All gypsies in our game must wear pointed ears to symbolize the local racial requirement of ritual mutilation"
"A special property of the land on which this campaign's kingdom exists makes all Purify spells also grant a Bless."
"Our kingdom is run by Barbarians and Biata; as such Celestial magic is illegal and you will be put to death for casting it."
"Chaos magic is legal here as long as you do not raise undead."
"In our campaign Mystic Wood Elves are beings of magic, and gain the ability to make any weapon do magic damage for 10 minutes once per day."
"Sarr never gained the color blindness mutation in our campaign."
and the like.
Do you feel that the above rules are ok for plot to implement despite being directly contrary to the rulebook?
Having played in a chapter that had the first rule implemented for many years (banned love elixirs)... I can easily say that the removal of certain effects is grossly different then some of your other options: (adding of racial prosthetics for example)... a quick 2 cents breakdown of your points:
"Love elixirs are not allowed to exist in our game, because the herbs to make them do not exist here!" - Chapters can choose to not allow any any production they want and not put out the recipie/spell that they want. I've been in games where certain spells were unavailiable... and certain effects are unavailiable, or LCO only (potion/elixir <x> can only be made with LCO components so plot can better control the number of effect X that enters the game... the same "regular" version of X cannot transfer in from the mists) I enjoy the flavor of the game this brings to those lands.
"All gypsies in our game must wear pointed ears to symbolize the local racial requirement of ritual mutilation" - Wouldn't play this game.
"A special property of the land on which this campaign's kingdom exists makes all Purify spells also grant a Bless." - Interesting plot effect idea... at the APL that the chapters I play exist on this effect is almost negligible so I can see it happening if it furthers plot for a time.
"Our kingdom is run by Barbarians and Biata; as such Celestial magic is illegal and you will be put to death for casting it." - Fine with me for a weekend or two, but I feel extended use unbalances the intended structure of the game.
"Chaos magic is legal here as long as you do not raise undead." - Fine with me for a weekend or two, but I feel extended use unbalances the intended structure of the game. (Those who utilize said loosing of laws will be faced with some interesting RP if they get caught) (I NPC'd an event a few years ago where HQ visited a city where necromancy was merely a "fine-able offense" for a weekend- Interesting RP ensued... )
"In our campaign Mystic Wood Elves are beings of magic, and gain the ability to make any weapon do magic damage for 10 minutes once per day." - As a permanent flavor, I'm opposed, but only slightly.
"Sarr never gained the color blindness mutation in our campaign." - Seems to go against the standard of the rulebook.
If all of your examples were meant to make me feel "why would a chapter ever do that"... It didn't work. I've played/play in chapters that currently use such examples or examples similar to them. LCO effects are a wonderful addition to the game as long as the supplement the core of the game: the story. The rules support the story, the story does not support the rules.
Every chapter I play "feels" the same in terms of "rules" even though each chapter may have a few LCO quirks to it.