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Punishing Player Creativity?
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<blockquote data-quote="Michael Tree" data-source="post: 1256293" data-attributes="member: 1455"><p>As I see it, there are three types of creativity here. 1) Dramatic creativity, 2) Creative problem solving, and 3) Rule-manipulating creativity. I love the first two, but restrict the latter.</p><p></p><p>One of my favorite creative moments as a player was ultimately unsuccessful, but I'm glad my DM let me try. My wizard had been blinded by using alchemical drops of nightvision created by a mad alchemist (I failed my Con save). Well, not really blinded, but the world turned a featureless blue. I had only a few spells left, so tried to use them creatively, and proposed a plan to my GM. He said it was so weird and creative that he might let it work: I cast Blindness on myself, trying to wipe out the blue, replacing it with total blindness. Then I dismissed the spell, hoping to take the blue away with it. My GM made me make a Spellcraft roll to see if it worked, which I flubbed, so the world remained blue. But I'm gratified that my GM at least gave me a chance, even if it was a miniscule one.</p><p></p><p></p><p>Why does it matter if matter if something is 'actually' not a good move? If it's a good and appropriate move in the movies and books that the game is based on, shouldn't the game model that?</p><p></p><p>I agree that creative solutions shouldn't automatically succeed, but I judge how difficult they are on the effect they're trying to achieve, not on how difficult it would be to do in the real world. For example, if an unarmored agile character needs to get down from a balcony, and has the choice of just walking down the stairs or grabbing a rope and swinging down, I won't penalize the latter just because it's more tricky in the real world. We don't play in the real world.</p><p>I don't want to reward pedantic caution in my games, I want to reward gutsy drama.</p></blockquote><p></p>
[QUOTE="Michael Tree, post: 1256293, member: 1455"] As I see it, there are three types of creativity here. 1) Dramatic creativity, 2) Creative problem solving, and 3) Rule-manipulating creativity. I love the first two, but restrict the latter. One of my favorite creative moments as a player was ultimately unsuccessful, but I'm glad my DM let me try. My wizard had been blinded by using alchemical drops of nightvision created by a mad alchemist (I failed my Con save). Well, not really blinded, but the world turned a featureless blue. I had only a few spells left, so tried to use them creatively, and proposed a plan to my GM. He said it was so weird and creative that he might let it work: I cast Blindness on myself, trying to wipe out the blue, replacing it with total blindness. Then I dismissed the spell, hoping to take the blue away with it. My GM made me make a Spellcraft roll to see if it worked, which I flubbed, so the world remained blue. But I'm gratified that my GM at least gave me a chance, even if it was a miniscule one. Why does it matter if matter if something is 'actually' not a good move? If it's a good and appropriate move in the movies and books that the game is based on, shouldn't the game model that? I agree that creative solutions shouldn't automatically succeed, but I judge how difficult they are on the effect they're trying to achieve, not on how difficult it would be to do in the real world. For example, if an unarmored agile character needs to get down from a balcony, and has the choice of just walking down the stairs or grabbing a rope and swinging down, I won't penalize the latter just because it's more tricky in the real world. We don't play in the real world. I don't want to reward pedantic caution in my games, I want to reward gutsy drama. [/QUOTE]
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