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If our Hobby has a problem, it is the difficulty of interpersonal communcation.
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<blockquote data-quote="Umbran" data-source="post: 2735407" data-attributes="member: 177"><p>Hm. Edena, methinks you are in error here - there's a difference between creativity being squelched or suppressed, and it being <em>channelled</em>.</p><p></p><p>I, personally, don't want an RPG in which creativity and imagination ran amok, unchecked. Creativity amok has no rhyme, nor reason. After we were done, we'd have no cohesive story to tell. It would be chaos - like taking snippets of every movie ever made, and hooking them into a montage with nothing linking the elements together, wandering aimlessly. Creativity needs to have a channel or a focus in order to be constructive.</p><p></p><p>It is difficult or impossible to play a satisfying role in a universe run amok. I'd prefer my games at least be focused enough to meet the needs of a narrative. Channelling them down to meet the neds of a narrative told in 4-hour chunks isn't all that much more drastic, to me.</p><p></p><p>This is why we play a game - games have rules, and those rules define the universe and channel creative energies down paths that tend to yield satisfying results. People sitting around brainstorming or shooting the breeze can experience creativity truly unfettered, but it is a much diffeent experience, and you've less chance fo coming out of it really satisfied with teh results.</p></blockquote><p></p>
[QUOTE="Umbran, post: 2735407, member: 177"] Hm. Edena, methinks you are in error here - there's a difference between creativity being squelched or suppressed, and it being [i]channelled[/i]. I, personally, don't want an RPG in which creativity and imagination ran amok, unchecked. Creativity amok has no rhyme, nor reason. After we were done, we'd have no cohesive story to tell. It would be chaos - like taking snippets of every movie ever made, and hooking them into a montage with nothing linking the elements together, wandering aimlessly. Creativity needs to have a channel or a focus in order to be constructive. It is difficult or impossible to play a satisfying role in a universe run amok. I'd prefer my games at least be focused enough to meet the needs of a narrative. Channelling them down to meet the neds of a narrative told in 4-hour chunks isn't all that much more drastic, to me. This is why we play a game - games have rules, and those rules define the universe and channel creative energies down paths that tend to yield satisfying results. People sitting around brainstorming or shooting the breeze can experience creativity truly unfettered, but it is a much diffeent experience, and you've less chance fo coming out of it really satisfied with teh results. [/QUOTE]
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