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<blockquote data-quote="Insight" data-source="post: 1899311" data-attributes="member: 11437"><p>I answered 40%, though I confess not to understand completely the wording of the poll question. I base this answer on my approach to creating adventures/scenarios.</p><p></p><p>I don't believe that writers can truly be 100% original. It's just not possible. At some level, no matter how cool you think you are, you are consciously or subconsciously taking something from somewhere else. We are all brought up through schooling and potentially parents, neighbors, friends, etc with certain influences, be they music, literature, the arts, sports, movies, etc, and those things are going to influence you whether you realize it or not.</p><p></p><p>Now, if you are talking about taking a published RPG product and modifying it for use in my game, zero percent. At least in the adventures I run. Everything is mine. Obviously, monsters, magic items, etc are 90% from the book (although in my current game most of the magic items are non-standard). But in terms of NPC personalities/motivations, plot, settings, etc, those are original inasmuch as they can be.</p><p></p><p>But I willingly and knowingly borrow ideas, concepts, and stories from historical and mythological sources. To a certain extent, you have no choice if you want players to get involved in your game. The quickest way in my experience to get someone to follow along is to create a common frame of reference. </p><p></p><p>For example, if you have a kingdom that's sorta like Ancient Egypt, tell the players it's sorta like Ancient Egypt. Sure, there are details, and those can be sorted out later. Imagine trying to explain Ancient Egypt to someone unfamiliar with the history, culture, etc. It would be hard to understand this place without calling it Egypt. But as soon as you utter this magic word, BAM, now the players have an understanding.</p><p></p><p>I hope I didn't clutter the discussion here, but I believe using a common frame of reference is essential to making the setting a little more real to your players.</p></blockquote><p></p>
[QUOTE="Insight, post: 1899311, member: 11437"] I answered 40%, though I confess not to understand completely the wording of the poll question. I base this answer on my approach to creating adventures/scenarios. I don't believe that writers can truly be 100% original. It's just not possible. At some level, no matter how cool you think you are, you are consciously or subconsciously taking something from somewhere else. We are all brought up through schooling and potentially parents, neighbors, friends, etc with certain influences, be they music, literature, the arts, sports, movies, etc, and those things are going to influence you whether you realize it or not. Now, if you are talking about taking a published RPG product and modifying it for use in my game, zero percent. At least in the adventures I run. Everything is mine. Obviously, monsters, magic items, etc are 90% from the book (although in my current game most of the magic items are non-standard). But in terms of NPC personalities/motivations, plot, settings, etc, those are original inasmuch as they can be. But I willingly and knowingly borrow ideas, concepts, and stories from historical and mythological sources. To a certain extent, you have no choice if you want players to get involved in your game. The quickest way in my experience to get someone to follow along is to create a common frame of reference. For example, if you have a kingdom that's sorta like Ancient Egypt, tell the players it's sorta like Ancient Egypt. Sure, there are details, and those can be sorted out later. Imagine trying to explain Ancient Egypt to someone unfamiliar with the history, culture, etc. It would be hard to understand this place without calling it Egypt. But as soon as you utter this magic word, BAM, now the players have an understanding. I hope I didn't clutter the discussion here, but I believe using a common frame of reference is essential to making the setting a little more real to your players. [/QUOTE]
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