Is D&D stifling your creativity?

Stormonu

NeoGrognard
This morning, watching my youngest son grab my D&D minis and dungeon tiles, I found myself quite amused as he put together a dungeon, populated it with monsters, and then, purely narrating the story himself, lead a trio of heroes through the dungeon to its climatic with a sahaugin baron.

Of course, he didn't do any of it "right", in any way we players of D&D might normally interprete the rules. But, he was having a blast -and it recalled to me my days when I used to do much the same with my old (lead) minis before I let myself get bogged down in the rules.

So, have you become a slave to the rules? Has limiting youself to to the printed rules, to portraying the creatures (or heroes) "correctly" limiting you from truly bringing wonder to the game?
 

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Absolutely, I find D&D to do this to me at times-whether it's OD&D , BX, 4E or whatever. I often find I'm trying to build around the rules, instead of making rules to fit my build (and by this I do not mean PCs, I mean as a DM).

I'm currently in that mode: when I get that way I revisit other things to get me out of a rut-somethingvery much NOT D&D- like Glorantha, or Call of Cthulhu, Traveller, etc.
 

My old mantra still applies:

Use the rules, don't let the rules use you.

:)

Which is to say, use the rules to support and help you, but don't let them be a burden.
 

I have never been a fan of rules-free gaming. The rules control what can happen, and make it a lot more likely that everyone at the table can have fun, not just those who are most expressive, or (in my experience) those who the DM likes or agrees with.

That said, D&D can stifle creativity, buy only,, only if the player starts from the rules and works outwards to a character. Basically this is min-maxing with oddball combinations of backgrounds, PPS (or for the older editions, kits and he like) and such. It is easily possible for the rules to stifle creativity, but I have always found with D&D, there is a lot of creativity in there, you jsut have to use it.
 

it seems to me that 3e and later editions(imo) can reduce characters to a pile of stats and numbers. it cant be helped we want everything quantified and in spreadsheet format. I remember that some of the be character sheets had a space for a character sketch/ insignia. and a space on the back for character notes. So yes sometimes I feel stifled, but the basis of the game is to have fun and it sounds like you and your son did just that :)
 

That said, D&D can stifle creativity, buy only,, only if the player starts from the rules and works outwards to a character. Basically this is min-maxing with oddball combinations of backgrounds, PPS (or for the older editions, kits and he like) and such. It is easily possible for the rules to stifle creativity, but I have always found with D&D, there is a lot of creativity in there, you jsut have to use it.


Sometimes any system stifles my creativity, including day-to-day life in the office.

With 4e, its a pretty balanced system that my group generally does not house rule at all, even though its not the 'house of cards' that 3.X was. Our typical rules have merely been restrictions against Dragon materials and temporary bans on certain classes and races (as befits campaign flavor).

That all said, I think 4e still fires my creativity. I really enjoy playing around with the Character Builder and the Monster Builder and just seeing where my mind and the numbers takes me. One of the current round of D&D's best aspects is that WotC finally got its software division in gear (despite some obvious bumps).

By allowing for the rules to be positively constraining, I can then build a PC or monster that I think excels and is fun to play/interesting.

C.I.D.
 


It really comes down to the attitudes of players. I can enjoy playing WotC-D&D on occasion, but I have refused to DM a campaign partly because the player-culture I have encountered demands an approach that is too limited for my taste to what's in books.

This is not a big problem due to a shortage of pages I could read, or of itemized things and accounting procedures with which I could "build" variations. It is a problem because I do not care to spend the money, time and energy dealing with that stuff instead of using my imagination.

(Programming and playing video games is also fun, but a different kind than what I look for in a paper-and-pencil game. I guess there may be analogies in my preference for 1980s platforms, but the trade-offs there are much more significant.)

I learned to play D&D in the "little brown books" era, and my introduction really did not entail learning thing one about the printed rules! I think I had the six ability scores of my character, but not technical details as to how the DM would use them. I just told the DM what I wanted to do, and rolled whatever dice he told me to roll (which did not come up as often as in many recent games).

That was just the way it was very often played among those into whose hands the booklets had come after a DM had taught them in an "oral tradition" going back probably to the games of Arneson and Gygax.

Naturally, customs came to vary in different branches of that distribution. The text itself was often vague, and furthermore encouraged experimentation and variation -- which was simply expected anyhow in the wargames culture in which it originated.

GNOLLS: A cross between Gnomes and Trolls (... perhaps, Lord Dunsany did not really make it clear) with +2 morale. Otherwise, they are similar to Hobgoblins ...

(In "How Nuth Would Have Practiced His Art Upon The Gnoles", their treatment of an intruder is veiled in darkness.)

Hobgoblins were "large and fierce Goblins". Goblins were simply "small monsters" (actually more physical description than in the Chainmail book to which D&D referred the reader). Trolls were "thin and rubbery, loathsome". Gnomes actually got a colorful writeup that served as well to define Dwarves by contrast.

The Monster Manual was a great leap forward in standardization if only for its illustrations. I doubt for instance that many had ever imagined kobolds that way!

The early books and magazine articles were less prescriptive of how to play than descriptive of different people's experiments in fantasy gaming. D&D was more of a "world unto itself" than a simulation of any fictional world -- but the D&D world was a vast agglomeration of elements from whatever fictional or other inspirations might appeal to individual Dungeon Masters.

Every single thing in it came from a DM somewhere, and what are now "classic" or "standard" bits got added in what was an ongoing process. It was not much a matter of decrees sent "down" from a separate class of "professional game designers".

Web sites such as EN World give us much more ability to converse than the old magazines (including APAs) ever could, even more than the BBS sites of yore. Whereas The Chaosium could not ** literally ** publish more than a tiny fraction of All The Worlds' Monsters in the 1970s, today everyone's creations can get out there -- not only to ease the burden on the hard-working DM but also to give fresh sparks to the imagination.
 

As far as I'm concerned if I don't need the rules then I don't need the rules. Any of them. I can write stories, and I've played games with other people without mechanics for years. I don't need the rules. I conform to them of my own free will to see what happens when I make use of them.

And D&D's rules have done more to fire my creativity then all of the world's greatest literature combined.
 

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