Need inspires creativity more than anything else... if you dont "need" to do something different the tried and true gets used. I find that incredibly obvious so a self induced limit which will not occur in practice... is not an inducement to creativity.
Restrictions don't create creativity, they're just restrictions. Utility increases creativity. That's why we continue to have so many creative new things coming out of metallurgy and so few creative new uses for flint knapping.
Restrictions don't create creativity, they're just restrictions. Utility increases creativity. That's why we continue to have so many creative new things coming out of metallurgy and so few creative new uses for flint knapping.
That's a great analogy for the difference between a game that assumes players can do anything then gives a facilitator some guidelines for how to adjudicate and a game that just gives rules for the things anyone is allowed to do then a few more suggestions for how a facilitator is to deal with anything else that wasn't covered.
My point is that the fact that you couldn't cast water breathing in under 10 minutes forces you to be more creative in your solutions. Casting the right spell at the right time is not creativity.Well then, think of a situation in which casting waterbreathing in under 10 minutes (in a creative manner) is possible if you find my off-the-cuff example lacking. Use that situation as an example of creativity.
Rules are not creative nor are rpgs, it is players and DMs that are creative. Some systems may encourage creativity more than others because they faciltiate the DM in coming up with ad hoc ruling on the fly that are conscistent. Though I am not sure we both mean the same thing by creativity.The rule of "This game is played with a DM" influences the creativity of a rules set, does it not? Is your argument that all rpgs are equally creative? If that's not what you mean, you agree with my saying that rules-sets do influence creativity and that some are more creative-inducing than others.
I think rules-sets massively influence creativity - that's one of the reason why there are so many different types of them, IMO.
joe b.
I don't think I need an argument for the obvious.
Two exact spells: one cast in 1 round, one cast in 10 minutes. Which one allows for more creative uses?
In what situation could the 10 minute version be more creative than the 1 round version. Even if one says, "With the added time restraint, the 10 min version means that people have to be more creative to find it useful," I'd reply with, "The guy with the 1 round version can say 'I'm going to wait 9 minutes and 9 rounds before casting the spell so I'll be as exactly as creative as the longer cast variety in my using of the spell."
It's the gaming equivalent of "Anything you can do, I can do better. I can do anything better than you."
The more utility something possesses, the greater probability it will be creatively used.
joe b.
My point is that the fact that you couldn't cast water breathing in under 10 minutes forces you to be more creative in your solutions. Casting the right spell at the right time is not creativity.
I agree with Garthanos that a spell's potential for creativity is much less important than a player's need for creativity in determining how creative players get. If I have water breathing available I don't need a creative solution to the problem. If I lack water breathing (or more generally, solve problem X), or if it takes 10 minutes to cast, then I need to get creative to save that character from drowning, or whatever problem X might be.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.