Borrowing from the idea of the Pluspora #CheckIn in order to get some tabletop conversation going. If you have any questions that you want to get on the list to be asked, let me know. Also, if you'd like to be added or taken off the list of participants, let me know.
Do you generally play rules-as-written (RAW) or have house rules to better tailor your game to your group?
For #RPGs, I generally find that because of the open nature of the type of game, some forms of rulings are necessary as GM. In order to make those consistent, I usually codify them. In some cases, even before the game starts, I find some things that I feel need tweaking.
For #BoardGames, it really depends on whether it is a classic game or not. I find that in many cases if you read the rules of games that you've played for a long period of time, there are rules that you've never implemented, or are not quite like you remember. An example is Monopoly and rolling to get out of Jail. We just recently found out that after the third roll you have to pay. For newer games we pick up, we play by the rules.
#Boardgames I very much play the rules. Although have added new pieces to an existing game with swapable pieces (I am planning on building some new monsters for Horrified for example)
For #RPGs I play pretty close to the rules - since my goal is to allow the players to have expectations. If I am playing a rules light game, it's usually pretty easy to build small rules on the fly if they rules don't cover it, but generally there's little to stick close to. For more rules heavy RPGs we're playing for all the PCs to have access to the same tools. I definitely don't change the core rules - but again, addons definitely exist to allow cool stuff.
Depends on the game... there are a few games out there in tabletop cards etc where I've had to at times houserule bits as they just didn't think things thru (card games where in some cases we needed to add an option to discard the starting hand you were dealt, for example, as there was no possible starting play to make with some card combos and no rule as to what to do if no one at the table could actually start play; or what to do if no one could make winning condition and all the cards in the draw deck were used up... so adding a 'shuffle the discard pile and turn it into the draw pile). Usually because there was a one in a few hundred or thousand game play thrus of the situation happening and so it never came up in their playtests before publication.
For RPGs I've been modding since the days of OD&D (the 1970s version of D&D) because they would not have a rule to do X. In later gaming, when I was mostly using tool box or setting specific systems there would be holes or combos that were too powerful (old 2nd Ed GURPS had some of these; where it was possible for a mage to create a platoon of constructed cannon fodder soldiers if they had the right attributes, advantages and spell college combos without exhausting themselves etc.). AD&D 1st Edition also had some wonderful loopholes.... that needed to be adjusted (like how invisibility worked and was permanent if the invisible person/thing never attacked someone; or how magic mouth could be used as a cheap detection system by its contingency rules on what set off the mouth.
RAW almost never cover enough edge cases. Sometimes it is enough to go with the apparent intent, and other times a re-write is needed. But then Rules As Remembered can drift from RAW ... so what actually gets played can vary from the RAW. When we spot this divergence, sometimes we correct the RAR and sometimes we go with it.
I tend to play RAW as much as possible. If i use a house-rule, I introduce it to the players before using it, and make sure everyone is on board. The exception is when a situation is not covered by the rules, in that case I usually re-read the rules to make sure I'm not missing something, and if the rules really don't cover the edge case, we try to come up with a solution together that's both fun and holds true to the game