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
Is Originality important ?
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="tx7321" data-source="post: 3212143" data-attributes="member: 43146"><p>This is a good question. Is "originality important"? </p><p></p><p>-No</p><p></p><p></p><p>Why: because its how your players deal with whats presented that creates the "originality".</p><p>Never loose sight that it is the players themselves that write the story, you...the GM...only supply the ink and paper and a few bare bone facts ("your in a village on the edge of a forest, locals say there's a hidden temple at its center" period. What do you want to do? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>If your players start getting bored its probably not the lack of originality (as in have they seen this or that trick or trap before) but rather they're detecting routine (say going into a crypt 20 times in a row). I disagree with a few of the above posters, however, about making copying really obvious. This is "tounge and cheek" and purposely reminding players of other modules may be funny, but will remind them they're only playing a game, remind them how they handled this or that problem before, and start to muddle the two gaming experiances. Chances are, players won't remember or even care if you reuse the same old stuff, because they are focusing on other things (the setting, their PCs personality, the new random encounters they have etc.). AS GM NEVER assume your players even care about "originalty". Most don't. Just mix it up a bit. It's like your a chief with only ground beef to cook with, make: hamburger one night, meat balls the next, then sloppy joes etc.</p><p></p><p></p><p>Infact, when it comes to modules, I am a big "anti-original idea" guy. When people start evaluating if a dungeon was good or not based on how many novel tricks or traps it has, or interesting situations, there missing the point of the game IMO. Forget about original ideas. What makes a good module is a cool setting, variety, and situations that allow each class to shine throughout the game. Also, the inability for the players to predict whats going to come next. Infact, you could have a module with zero original ideas, yet feel completely fresh. And you could have a module with 20 fantastic and original tricks and traps, but stick these in some sickly straight jacket linear story plot, or cornball setting with tons of nonsensical filler and it'll be a snoozer....and worse yet, these original ideas will look to the player to be nothing more then an attempt by the writer to cover up a rushed development/writing job with cheap gimmics. Unfortunately, many new modules are rushed out, with little thought about if there fun to play, to the writers what matters is "is my story evocative, and is it "original", as if its sold to read as a complete romance novel rather then a catalist for the DM to flesh out. I think Dragon Lance started this trend, and it continues today.</p></blockquote><p></p>
[QUOTE="tx7321, post: 3212143, member: 43146"] This is a good question. Is "originality important"? -No Why: because its how your players deal with whats presented that creates the "originality". Never loose sight that it is the players themselves that write the story, you...the GM...only supply the ink and paper and a few bare bone facts ("your in a village on the edge of a forest, locals say there's a hidden temple at its center" period. What do you want to do? ;) If your players start getting bored its probably not the lack of originality (as in have they seen this or that trick or trap before) but rather they're detecting routine (say going into a crypt 20 times in a row). I disagree with a few of the above posters, however, about making copying really obvious. This is "tounge and cheek" and purposely reminding players of other modules may be funny, but will remind them they're only playing a game, remind them how they handled this or that problem before, and start to muddle the two gaming experiances. Chances are, players won't remember or even care if you reuse the same old stuff, because they are focusing on other things (the setting, their PCs personality, the new random encounters they have etc.). AS GM NEVER assume your players even care about "originalty". Most don't. Just mix it up a bit. It's like your a chief with only ground beef to cook with, make: hamburger one night, meat balls the next, then sloppy joes etc. Infact, when it comes to modules, I am a big "anti-original idea" guy. When people start evaluating if a dungeon was good or not based on how many novel tricks or traps it has, or interesting situations, there missing the point of the game IMO. Forget about original ideas. What makes a good module is a cool setting, variety, and situations that allow each class to shine throughout the game. Also, the inability for the players to predict whats going to come next. Infact, you could have a module with zero original ideas, yet feel completely fresh. And you could have a module with 20 fantastic and original tricks and traps, but stick these in some sickly straight jacket linear story plot, or cornball setting with tons of nonsensical filler and it'll be a snoozer....and worse yet, these original ideas will look to the player to be nothing more then an attempt by the writer to cover up a rushed development/writing job with cheap gimmics. Unfortunately, many new modules are rushed out, with little thought about if there fun to play, to the writers what matters is "is my story evocative, and is it "original", as if its sold to read as a complete romance novel rather then a catalist for the DM to flesh out. I think Dragon Lance started this trend, and it continues today. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is Originality important ?
Top