Creativity, where has it gone?

johnsemlak said:
Yeah, I'm much less creative now than when I was 12 and had loads of free time to draw maps on graph paper full of rooms and fill time with monsters, traps, and goodies from the 'random dungoen' tables. I just don't have those kind of creative juices anymore.
Is this sarcastic? It would be if I said it. The stuff I produced when I was 12 was sure vast in quantity, but today I know that it was worth less than the paper it was written on, and that the only reason we had fun using it was because, well, we were 12. I'm not less creative, I'm just filtering out the drek.
 

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BryonD said:
[speaking in tongues]
feefeefeefeegeeheeeyeeekeeedooohooomooofooogoo
[/speaking in tongues]

trans. "I pooped in the fridge and ate the entire wheel of cheese."


The rules should serve the something..something. Not the something. If you know what I mean.
 

*Laugh*

Digital M@, you assume that there is a connection in collecting books filled with ideas and a lack of creativity. This is not necessarily the case.

But the books provide a rules framework that is a commonality among gamers. If I say I am running a Forgotten Realms game, you have expectations that I don't need to explicitly write out. If I say that I run a Core 3.0 game except the Sorceror and the Bard use Monte Cook's variants as found in the Book of Eldritch Might II, there are expectations. If I say I use the Shaman class from Green Ronin's Shaman's Handbook and the witch class from Citizen Games' Way of the Witch. Heck, even if I say my world is a homebrew and I don't use any of the published gods, you already have a framework of expectations.

I haven't run a game in a published setting for well over 15 years. I create my own PrC's, I create monsters, I add rules where I need to and I still buy plenty of books. But that just covers the mechanics. I think my real creativity comes in how I put it all together. Mechanics don't make m campaign unique, my creativity in gamecrafting does.
 


Honestly I thihk that rules reached their saturation point in D&D about a year and a half ago. There are some notable exceptions, like the DMG II, Weapons of Legacy, and (I know I'm going to get lynched for this), the climate books (Sandstorm, Strormwrack, and Frostburn). Other than the WotC stuff, which I always get in order to keep up since I design stuff, I've actually been much more excited about things that bring entirely new concepts to the game. Yeah, that's a broad statement, so let me expand upon that. In the last year or so, I've really only been excited about the following types of books: monster books, campaign setting material, custom builds, and adventures. Every once in a while a crunchy book catches my attention, like Chaositech, but those are few and far between these days.

I always like monster books, especially ones that create higher level challenges. Granted, the best monsters are in the original Monster Manual, but new monsters present cool concepts to be worked into the campaign and neat new challenges for the party. I probably own every monster book released for D&D and D20 by the major publishers, and a few from the small ones.

Campaign setting material is useful, at least from the worlds I use. I've used Forgotten Realms (on again and off again) since the original gray box was released. I have all the Eberron books because I intend to use it once I've completely wrapped my brain around it. I think Keith Baker and Jaymes Wyatt really did an exceptional job of bringing us a wondrous and diverse world with lots of opportunity for exploration.

I find the custom build books exciting just to see what others can do with the same basic set of rules. I'm talking games like Iron Heroes, which I really dig, True 20, and D20 Modern. These are cool because they give you the chance to take a detour and play the game differently. If I find one that my group likes better than D&D, we might even switch permanently, but so far that hasn't happened.

Finally, the usefulness of adventures is obvious. They save me lots of prep time. Every single one is useful. You can always scavenge encounters and stat blocks, even if you don't like the premise of the adventure itself. Or the reverse is true. You can keep nothing more than the fundamentals of the adventure and toss the rest, or parts of the rest.

While I may have had my fill of new rules, which is the main reason I haven't written any since I worked on D20 Apocalypse, I will always find a use for, and be excited about writing, the other types of material I mentioned here.
 

Whisperfoot said:
Honestly I thihk that rules reached their saturation point in D&D about a year and a half ago. There are some notable exceptions, like the DMG II, Weapons of Legacy, and (I know I'm going to get lynched for this), the climate books (Sandstorm, Strormwrack, and Frostburn).

No, they are oo busy lynching Digital M@ it pick on your taste in books ;)
 


BigTom said:
If Gygax's goal was to stop arguments with the new rules set, then by his own standards he was a dismal failure. ;)

Heh. It's worth looking at oD&D one of these days, and to really understand how divergent were the versions that different people played of it. The rules debates we have now are nothing compared to the variants that existed back then.

If I were to ask you about initiative in 3e, you could tell me how it is handled - and the majority of groups would use that rule.

What initiative system was used for oD&D? ;)

Cheers!
 



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