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<blockquote data-quote="I'm A Banana" data-source="post: 3456573" data-attributes="member: 2067"><p>Just because it's a stinker doesn't mean it's not creative. Creativity has no promise of quality in it, after all. A lot of five year olds are more creative than I, but I'd like to think I can write a better story. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>There's a lot of avenues for creativity in the game. Limiting them is saying "no" to certain kinds of creativity. Creating an all-human world is creative in some ways, but not in others. It's limiting of creativity (which, really, all D&D games are to a lesser or greater extent). </p><p></p><p></p><p></p><p>Only if you're talking about creating *within* the framework. I don't think Renaissance artists were any more creative than Andy Warhol just because they had to work within the bounds of biblical stories and he wasn't bound by that. In fact, their creativity was limited. It didn't stop them from being creative in the ways they could, but it did say "no" to certain types of creativity.</p><p></p><p>I mean, even the most open and accepting swashbuckling pirate setting is still created in a framework of ships, pirates, rapiers, acrobatics, and courtly intrigue. A time-traveling FBI agent from the future who wields uzis and flies in a jetpack and references lines from Bruce Willis movies might be very creative, if you can make it work in that setting. I'm more than willing to concede that *I* couldn't make it work, though I might give a player a shot if they think they can. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I'd more than likely just be saying "no" to that, limiting my setting and avoiding problems that come with creativity that I don't really want to deal with. I can do that. I'm the DM. It's part of what I have a responsibility to do, if something's too out there for me to handle reliably and enjoyably. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I'm sure some DM somewhere could make that work, and good for her. I couldn't. I'm not that creative. That's not a problem unless one of my players *really* is. </p><p></p><p></p><p></p><p>This "slippery slope" argument scuttles the assumption that the group wants to play a swashbucklnig adventure 7th sea game. If they don't want to play that game (as it looks like they don't, with their asian reptile hentai party), we can play something else. And if I didn't want the mental athletics of running it, someone else could. And none of that is really a problem. Sometimes people are more in the mood for something totally new. </p><p></p><p>I don't need to fit those into 7th Sea, I just need to concede that 7th Sea really isn't what they're interested in playing at the moment. Maybe they've had enough of swashbuckling adventure if I've been running the same game for 15 years. Let Todd run his "Sewers of Tokyo" robots-and-lizards boy fantasy campaign, it'll be fun, at least for a change of pace. And maybe Pete will get his Warforged Ninja out of his system and I won't have to work it into 7th sea. </p><p></p><p>This is only my perspective, of course. My games are not sacrosanct to me. Heck, just *talking* abut TMNT, Sauraian Samurai, and Warforged Ninja in the sewers of Tokyo makes me want to go out and run it this weekend. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Or, heck, I'd play in it even faster. </p><p></p><p>You don't have to run anything. As a DM, you're never forced to accept anything. You could always give up the big chair for a night and let someone else do it if the group isn't that interested in your game at the moment. And if they want you to DM, then they'll limit themselves to what you want.</p><p></p><p></p><p></p><p>He could also say "Okay, let me DM a game with warforged ninjae in it!" </p><p></p><p></p><p></p><p>It's not about quality, as far as I am concerned, it's about quantity. More isn't always better, and this applies to creativity, too. There should be limits that everyone at the table is comfortable with, wherever those limits lie. Creativity can be limited, that doesn't make the creativity that exists any better or worse than that which is excluded, it just means fewer areas in which you can exercise creativity.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3456573, member: 2067"] Just because it's a stinker doesn't mean it's not creative. Creativity has no promise of quality in it, after all. A lot of five year olds are more creative than I, but I'd like to think I can write a better story. ;) There's a lot of avenues for creativity in the game. Limiting them is saying "no" to certain kinds of creativity. Creating an all-human world is creative in some ways, but not in others. It's limiting of creativity (which, really, all D&D games are to a lesser or greater extent). Only if you're talking about creating *within* the framework. I don't think Renaissance artists were any more creative than Andy Warhol just because they had to work within the bounds of biblical stories and he wasn't bound by that. In fact, their creativity was limited. It didn't stop them from being creative in the ways they could, but it did say "no" to certain types of creativity. I mean, even the most open and accepting swashbuckling pirate setting is still created in a framework of ships, pirates, rapiers, acrobatics, and courtly intrigue. A time-traveling FBI agent from the future who wields uzis and flies in a jetpack and references lines from Bruce Willis movies might be very creative, if you can make it work in that setting. I'm more than willing to concede that *I* couldn't make it work, though I might give a player a shot if they think they can. ;) I'd more than likely just be saying "no" to that, limiting my setting and avoiding problems that come with creativity that I don't really want to deal with. I can do that. I'm the DM. It's part of what I have a responsibility to do, if something's too out there for me to handle reliably and enjoyably. :) I'm sure some DM somewhere could make that work, and good for her. I couldn't. I'm not that creative. That's not a problem unless one of my players *really* is. This "slippery slope" argument scuttles the assumption that the group wants to play a swashbucklnig adventure 7th sea game. If they don't want to play that game (as it looks like they don't, with their asian reptile hentai party), we can play something else. And if I didn't want the mental athletics of running it, someone else could. And none of that is really a problem. Sometimes people are more in the mood for something totally new. I don't need to fit those into 7th Sea, I just need to concede that 7th Sea really isn't what they're interested in playing at the moment. Maybe they've had enough of swashbuckling adventure if I've been running the same game for 15 years. Let Todd run his "Sewers of Tokyo" robots-and-lizards boy fantasy campaign, it'll be fun, at least for a change of pace. And maybe Pete will get his Warforged Ninja out of his system and I won't have to work it into 7th sea. This is only my perspective, of course. My games are not sacrosanct to me. Heck, just *talking* abut TMNT, Sauraian Samurai, and Warforged Ninja in the sewers of Tokyo makes me want to go out and run it this weekend. ;) Or, heck, I'd play in it even faster. You don't have to run anything. As a DM, you're never forced to accept anything. You could always give up the big chair for a night and let someone else do it if the group isn't that interested in your game at the moment. And if they want you to DM, then they'll limit themselves to what you want. He could also say "Okay, let me DM a game with warforged ninjae in it!" It's not about quality, as far as I am concerned, it's about quantity. More isn't always better, and this applies to creativity, too. There should be limits that everyone at the table is comfortable with, wherever those limits lie. Creativity can be limited, that doesn't make the creativity that exists any better or worse than that which is excluded, it just means fewer areas in which you can exercise creativity. [/QUOTE]
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