And lets' not forget the intent of why that bit is in the 1e DMG: it's not there to stifle creativity per se, but to remind the DM to push back against players exploiting holes in the rules to undue advantage...which in a way means that in a very un-Gygaxian way Gygax was tacitly admitting his rules weren't perfect.I don't really agree. The 1E DMG may say that, and you can exclude it if you like, but the 2E DMG does not.
At least that's how I read it, anyway.
Indeed.Re: plot elements, I think that's a red herring in the context of creativity, because that's just saying "Either it's a narrative game, or it's not creative", which to me seems confused. If the DM doesn't let the plot change by player activity that's a problem, but the sandbox is an ancient tradition and the railroad is a later one.
There are some to whom any sniff of having to "ask the DM" is anathema. I don't understand this line of thought myself - in the end the DM is the final arbiter of what's impossible-possible-probable-certain in the setting, so why not ask first - but it's out there.I don't think technically "asking" the DM makes the player creativity less, either. I'm not sure what your logic is there.
Yes, or at the very least a consistent DM.We have to assume a reasonably cooperative DM.
I've found 1e to be more than flexible enough - a player says what a character is trying to do and if there's a rule that handles it then the rule applies, and if there isn't a rule then I quickly determine where the proposed action falls on the impossible <--> certain spectrum and if necessary get the player to roll a die.This is on the D&D forum, not the other RPGs forum, so ruling out all forms of D&D just seems a bit silly. I agree that other systems are better for this - Dungeon World is an obvious one, but I don't see 2E or 4E having a big problem here. Indeed one of the major reasons my group liked 4E so much was that it reminded them of 2E because they could say what crazy thing they wanted to do and then we could work it out. Whereas 3E if you worked it out, there was a rule for everything, and the end result was typically you had to make 3+ checks (often with severe penalties) to gain exactly ZERO benefit (or a very small one) apart from looking cool, whereas in 2E/4E one check, occasionally two sufficed, and usually let you do something you couldn't otherwise do within the rules, and 4E's table was particularly good.