Optional rules
Originally I was putting stuff in the optional section when I thought they were fun but was worried other people might not. Things like Wandering Robots in Call Security, Wandering Monsters in Protect, Poor Robby in Plunder, and ways to tweak scenarios in all of them.
As I’ve been going through things again I’ve started moving these into their proper place in the rules or into specific arcs though, as frankly I think you are intelligent enough to ignore what you don’t like, but might be put off by things that don’t completely tie in to everything else properly, for example the Wandering Monsters in Protect work much better now they are built into the main rules.
However I then realised that there still are something things that are alternatives to the main rules, depend on specialist terrain, or might make an interesting option in Arcs other than the one they were written for. Things like counting your ammo and having to reload in Posse, using gantries in Call Security!, having buildings you can put figures on or in, or indeed some ideas I’m working on now based on what I did in one Arc in Guild for fighting in darkness.
So if you have any ideas that you find yourself using in your own games, I want to hear about them, we can kick them around and then compile an Optional Rules file that occasionally gets folded into updates.