Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
I want to be the best DM...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Heathen72" data-source="post: 5121437" data-attributes="member: 7029"><p>Thanks Amaroq. </p><p></p><p>That is why I found the 'break the routine' model so effective. It's basically a tool you can use when you aren't feeling creative. It means you don't have to strive to come up with a truly original idea off the cuff, which is a blessing when you are feeling flat and uninspired. It takes the pressure off you - in a way it feels like you are getting your ideas from someone else. </p><p></p><p>Once you are comfortable with the basic idea you can then 'break the routine' more and more creatively. You'll note in my examples above, each of 5 different ideas broke the routine in a different way. I could have come up with 5 same-y ideas (the princess is secretly the dragon; the dragon is secretly her father; the dragon is actually the Princess's twin sister; the king's wife is actually a were-dragon; the player is a dragon, but doesn't know it, etc) but when you force yourself to find different ways to break the patterns, your imagination really begins to take wing and 'good' ideas really start to flow.</p><p></p><p>The first step is not to limit yourself to simply breaking 'the narrative' routine. There are so many different ways you can make something mundane interesting. Any area which bores you or your players, anything which is stale and ordinary, is a routine to be broken. It can be a subtle break. It can be a massive break. </p><p></p><p>So, if I were to break the routine <em>setting</em> of the princess and the dragon story in a simple way, I might eschew the 'Knights and Shining Armour' era in favour of a story set in the dark ages, where the Princess is no more than a feudal lord's illegitimate daughter, and the dragon just a massive worm whose lair is the riddled intestines of some dead titan from an earlier age. Or for more radical '<em>setting</em>' breaks, I might make it about a princess of a Zulu tribe, or a gnollish princess, or even Princess Leia!</p><p></p><p>Another way is break the routine is to change the concept a little: maybe the story is about a Dragon which has been caught by evil humans. Maybe the dragon is a 'Paint Dragon' that has taken up residence in a massive landscape on the mural behind the King's throne. Or maybe the Protagonist is the princess, and she needs to rescue everyone else as they have been sucked into the black Belly of some stellar Dragon. </p><p></p><p>Or I might pick a routine character, and change them. Or put a moral dilemma where there wasn't one before. Or add an unintended consequence to the saving of the Princess where it was previously happy ever after. And so on.</p><p></p><p>One thing that is important to remember, though, is that you need to establish the routine before you break it! The routine is the foundation which forms the basis of your creative surges and is the part of your story which is recognisable and reassuring to your players. To put it another way, if you have no routine, there is no level of expectation to be broken, and no resonance for the players. So even though some of the examples above involve quite radical 'breaks', the stories are still recognisable at a basic level as the 'princess and the dragon' stories.</p><p></p><p></p><p></p><p>Yes, it's very important to remember not to draw ideas from right outside of the circle of expectation! You haven't been given a licence to be totally wacky and 'out of the blue'! That is not to say that you can't do something unexpected, but you don't want the players to go "WTF? Where the hell did that come from?" or to be looking at you nervously, so terrified of what twist you might throw at them that they can't relax. You can get away with bizarre 'breaks' very occasionally for shock value - the spaceship scene in Life of Brian comes to mind - but for the most part, any twist should totally make sense after the fact (even if it is in a slightly odd way). </p><p></p><p>As markq suggests, it's not just limited to prep time either. Get used to the technique, and you can do it on the fly. For me it's now more than a creative tool; it's a way of life. I only want to write a play, write a story, or run a game that is in some way different, or out of the ordinary. Otherwise, what is the point?</p></blockquote><p></p>
[QUOTE="Heathen72, post: 5121437, member: 7029"] Thanks Amaroq. That is why I found the 'break the routine' model so effective. It's basically a tool you can use when you aren't feeling creative. It means you don't have to strive to come up with a truly original idea off the cuff, which is a blessing when you are feeling flat and uninspired. It takes the pressure off you - in a way it feels like you are getting your ideas from someone else. Once you are comfortable with the basic idea you can then 'break the routine' more and more creatively. You'll note in my examples above, each of 5 different ideas broke the routine in a different way. I could have come up with 5 same-y ideas (the princess is secretly the dragon; the dragon is secretly her father; the dragon is actually the Princess's twin sister; the king's wife is actually a were-dragon; the player is a dragon, but doesn't know it, etc) but when you force yourself to find different ways to break the patterns, your imagination really begins to take wing and 'good' ideas really start to flow. The first step is not to limit yourself to simply breaking 'the narrative' routine. There are so many different ways you can make something mundane interesting. Any area which bores you or your players, anything which is stale and ordinary, is a routine to be broken. It can be a subtle break. It can be a massive break. So, if I were to break the routine [I]setting[/I] of the princess and the dragon story in a simple way, I might eschew the 'Knights and Shining Armour' era in favour of a story set in the dark ages, where the Princess is no more than a feudal lord's illegitimate daughter, and the dragon just a massive worm whose lair is the riddled intestines of some dead titan from an earlier age. Or for more radical '[I]setting[/I]' breaks, I might make it about a princess of a Zulu tribe, or a gnollish princess, or even Princess Leia! Another way is break the routine is to change the concept a little: maybe the story is about a Dragon which has been caught by evil humans. Maybe the dragon is a 'Paint Dragon' that has taken up residence in a massive landscape on the mural behind the King's throne. Or maybe the Protagonist is the princess, and she needs to rescue everyone else as they have been sucked into the black Belly of some stellar Dragon. Or I might pick a routine character, and change them. Or put a moral dilemma where there wasn't one before. Or add an unintended consequence to the saving of the Princess where it was previously happy ever after. And so on. One thing that is important to remember, though, is that you need to establish the routine before you break it! The routine is the foundation which forms the basis of your creative surges and is the part of your story which is recognisable and reassuring to your players. To put it another way, if you have no routine, there is no level of expectation to be broken, and no resonance for the players. So even though some of the examples above involve quite radical 'breaks', the stories are still recognisable at a basic level as the 'princess and the dragon' stories. Yes, it's very important to remember not to draw ideas from right outside of the circle of expectation! You haven't been given a licence to be totally wacky and 'out of the blue'! That is not to say that you can't do something unexpected, but you don't want the players to go "WTF? Where the hell did that come from?" or to be looking at you nervously, so terrified of what twist you might throw at them that they can't relax. You can get away with bizarre 'breaks' very occasionally for shock value - the spaceship scene in Life of Brian comes to mind - but for the most part, any twist should totally make sense after the fact (even if it is in a slightly odd way). As markq suggests, it's not just limited to prep time either. Get used to the technique, and you can do it on the fly. For me it's now more than a creative tool; it's a way of life. I only want to write a play, write a story, or run a game that is in some way different, or out of the ordinary. Otherwise, what is the point? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
I want to be the best DM...
Top