There are Two Types of Creativity

Michael Morris

First Post
My current project, a book entitled Role & Rule, is an unusual supplement that provides guidelines for GM's and players to use when applying the rules. The book roughly divides into two halves as it's title implies - the first half deals purely with roles and the second with rules designed to help players and GM's achieve their goals by either simplifying the system or making it (gasp) more complex.

Rules: It's Really a Question of How Many.
Too many rules can break down any game. The more rules, the steeper the learning curve of the game. This applies equally to all games in the RPG genre and outside of it.

Too few rules and the game loses its tactical and strategic elements if those rules do not creatively interplay (see below).

Some people like a game that is has few rules and hence needs to have finer points "fudged." 1e was this way when questions such as skills got raised. Storyteller is this way when questions in combat get raised. As a rule of thumb, a game that focuses on action focuses it's ruleset on combat. A game that focuses on character development focuses its ruleset on skills. D20 is one of the few games that gives a good cover on both (though admittedly combat gets more attention than skills), and this is what I believe has helped it win a wide base of support by giving it the flexiablity to switch either way as is required by the campaign at hand.

How many rules and which ones are needed are a function of the group. Our tastes differ. There is nothing wrong with this - it is perfectly natural.

D20: Rules, Rules, More Rules...
I believe that d20 is one of the most flexiable systems to date in its ability to remain relatively simple or to evolve to mind-boggling complexity. Unforunately, to date most books have focused on giving you more and more rules without any real guidelines concerning their application. It becomes far too easy in d20 for a group to overconsume the available rules and hence bog down their game. I intend to write a great deal into Role & Rule about this subject - one that is becomming ever more critical to the d20 GM and group. The discipline of choosing rules (i.e. why are you choosing them, what do you hope to gain, do the players want this etc.) is one no rule system has ever needed as badly as d20.

Creative Interplay
Rules can set limits - this is true. They can also create new horizons through what I like to call "creative interplay." If the component rules of a system combine and recombine well than even a simple ruleset can lead to intriguing and complicated play. Look at the game of Chess for the premiere example of this. The rules of chess are so simple they can be typed on one page. But the interplay of those rules is so rich in it's complexity that 300 years after the last "edition" of the rules was accepted the game is still filled with bewildering complexity.

D20 has far more creative interplay than any prior RPG period. However, taking advantage of this facet of the game to its fullest does require the sort of discipline that tends restrain the "free-form" approach. Neither approach is better than the other but they are - to some degree - mutually exclusive.

Player's encounter a kobold. In 2e the GM may have added classes or abilities to said kobold ex tempoire to keep the players on their toes even though the rules make no specific allowance for this (you have to make them up if you even bother to think about it). In 3e the same kobold could have any one of a dozen templates or classes attatched - sure it looks like a kobold, but if it's a half-fiend with 6 levels of fighter even an 9th level character might get a little concerned. Does it take longer to set this up? Certainly, but the rules also remind you to consider options and abilities you may have overlooked ex tempoire.

Players might be aware of the rules you use to do this to said kobold, but there is almost no way that they can prepare themselves for every conceivable combination of the ruleset of d20. Simply memorizing all the resultant variations is as formidable a task in d20 as memorizing all the lines of a typical chess opening.

Slight change of subject: Although unspoken, one of the considerations in the design of 3e was computer games. Computers can NOT follow the ex tempoire approach. However, they do facilitate the latter "creative interchange" approach very well. 2e only has so many combinations possible before you have to invent new rules to fill in the gaps. d20 core - not even considering the expansions - has thousands of ways to combine and recombine the rules. The former is akin to playing checkers. The latter is like playing chess. Both can be a lot of fun, but within the constraints of the rules as given a lot more is possible in the former.

Working within a ruleset is a rewarding form of creativity in its own right. Many of the spells on the Dusk website merely play with the rules. Under 2e most of them would require much larger text blocks to explain and some of them (like Quick ) couldn't exist at all. The Dusk setting's use of the colors of magic concept is totally impossible under 2e because the system would require the mammoth task of combining the 2e spell lists. With the spells all on the same list a creative door was opened for me. In general, I've found far more doors opened than closed. While it is true I can combine spell lists and make up rules for my setting - this type of prerequisite work adds up very quickly - and since it is a non-standard offshoot it must be taught to all new players which is a very bothersome task in its own right.


Ex Tempoire Play
Playing on the fly or "winging it" can be a lot of fun, though it perforce lacks a strategic element. Also, inventing new rules can be fun - but it can be a burdensome task in and of itself as I learned during the creation of Dusk II. This older version of my setting was designed to take advantage of the Player's Option system of rules. But before it could really work I had to overhaul a system which - while conceptionally elegant - was poorly carried out. Fully 2/3rds of the second edition of Dusk dealt with patching the Player's Option rules and not with the setting itself.

Then again, that all might be an example of a GM trying to make a system do what it really isn't designed to do.

D20 can be ran ex tempoire - in theory at least - but the players need to agree to it. Many won't like the idea because it shifts power away from them and to the GM. Let me explain.


Players and the Rules
All rules resolve game events - that's their job. It they can't the GM does it himself, but the outcome belongs to him - the players have little input and no control. Players can play the rules though by taking advantage of how they interact with each other (see above). The more rules, the more power (theoretically at least) the players have because the GM's ability to make ad hoc decisions against their characters is constrained (not eliminated - there's always rule 0. However, a GM who consistently breaks the rules to favor himself will find himself without players very quickly).

This can work both ways though. Templates and monsters with classes allow the GM to challenge players in ways they might not expect and sometimes to devestating effect. Still, many players like elaborate rule sets because of the control it affords their characters and to themselves. Conversely, some GM's like to cede as little power as possible to the players - and they are the ones most likely to find a rules heavy system like d20 distasteful.

This isn't a bad thing. Certain genre's do not lend themselves well to players having a lot of control. Horror games quickly fall into this category. Also, any game with a focus on a character's phsycological development is not well served with a boatload of rules.

Each group must choose the rules based on what they want to play - this is a key topic in my book and one I'm looking for input on.

The Advantage of Modular Systems
As I said earlier, much of d20's creativity lies in creative interchange. The actual rules of d20 are still relatively simple for an RPG - it's the add ons and how they interplay with each other that gives the game it's depth and complexity.

D20 is far more modular than any RPG ever has been. To see an example of a game anywhere near as modular as d20 you have to look at Magic: The Gathering.

Every card in Magic: The Gathering plays with the overall framework of the rules. Since Magic is played for money, it's rules are much more rigid than D20's need to be, but at the same time they have a certain fluidity brought on by the cards themselves and the fact that they rotate into and out of the tournament scene. Each card combines elements of the rules in it's own ways. To make things more interesting, the card interactions cannot be entirely predicted by anyone - as was witnessed by the combo winter accompanying the release of Urza's Saga.

D20 encourages a similar form of creativity through it's myriad of feats, though the prestige classes and spells help to. Each feat tweaks the character a certain way, and even within the core rules there are a lot of possible variants to play with. Add the extrenal products and the options can be dizzying. Also, unlike Magic, you can create even more feats et al leading to even more reactions.

While the GM has long been able to ad hoc abilities onto NPC's without worrying about play balance, now the player's have a mechanic for customizing their characters in much the same manner.


A Conclusion of Sorts
I'll close this ramble by saying that the game is what you make of it. Superiority of game systems in reality comes down to how closely those systems match personal temperments. D20 is adaptable enough to host a wide range of temperments, but even it cannot play host to everyone's tastes. This is why arguments about system superiority crop up, and also why other game systems continue to endure.

And now, a warning...
This long post was inspired by me reading a couple of threads closed earlier today by P-Kitty for the personal attacks they contained. To all concerned - I doubt very seriously that Kevin will close a third thread for personal attacks without also banning the persons responsible. It's a three strikes thing y' know.

I'm only posting this because I believe that it has some insights that haven't been posted before on it's parent threads - and it's taken me so long to type this and proof it that I would hope that tempers have cooled. That said, follow the rules people. I welcome any and all responses to this post. Polite discussion and debate are a good thing and welcomed on these forumns. Personal attacks are neither.
 
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To say the least, I'm very excited about Rule & Role- it sounds like just what I need to help integrate the rules I want in my setting to tweak it to what I need it to be... :)

You bring up a good point though about the modular nature of the d20 system, which is it's strength, but also it's weakness. One of the biggest problems I'm running into is trying to create a coherent world without either severely limiting my and my player's options. In past campaigns, I've allowed players to use anything from any sourcebook they can get their hands on- which has lead to my campaigns being chaotic, to say the least. It's hard to maintain a consistent campaign world when you're trying to integrate every monster, prestige class, and feat in 15+ sourcebooks. It boggles the mind to think about the potential power balances and relations in such a setting. On the other hand, limiting a campaign setting can damage it's survivability over the long term.
 

I haven't had a problem with d20 'rules creep' so far, I suppose, because we don't use a lot of third party supplements in the games we've had so far. Recently, I've purchased the various 'Path of XXX' books from Fantasy Flight, and might be incorporating some of those classes and PrC's. So I've been pretty careful at picking and choosing.

I think that's what confuses some people. The picking and choosing. I guess I've played enough RoleMaster and GURPS to learn how this works. And there are some parallels here for d20.

For those who have not played either, both systems have probably five or six times the number of 'rules' that d20 has. RoleMaster, at least the edition I know, which I think is the one just previous to the current one, probably had more than a hundred classes associated with it. GURPS combat and chargen can be run with an attention to detail that would cross a Rabbi's eyes (Sorry, Fiddler on the Roof in the CD player).

The emphasis is on 'can be'. Both those systems also acknowledge that no way are you going to use every fiddly bit of it, all the time. Previous to 3E, D&D has been pretty rules-light (yes, I did say that). Now, faced with what is a toolbox instead of a laundry list, some people panic.

They just need to learn to pick and choose.
 

Thanks for taking the time to write your post. You brought up some good points.

Consider me a Ex Tempoire Play style player/GM. This is one of the reasons I went back to Basic/Expert D&D. It is a "simple" set of rules that are perfect for adding on to.

IMO, there are parts of d20 D&D that make me say "why didn't they do this 20 years ago?" However, there tends to be more stuff, though a couple years of playing the game, that I found out was sightly too complex for my style of play, (and FWIW, AoOs were not one of them, I understood and liked the concept completely except for its application with regards to moving.)

You make a good point about certain games tend to codify rules that lean to that style of play, i.e. the Storyteller and AD&D references. growing up on OAD&D, I never liked skills in D&D either those from the Rules Cyclopedia or NWP in 2e. Though my gaming experience, excpet for a few remote situations which were adjudicated on the fly, a skills system was never needed, except for the "thief" specialized skills.

I love the D&D Adventure Game, and wished they had gone a little further with it, only cause it is simple and fulfils what I am looking for. I have tried to expand on it myself, making up chargen rules and level advancement, but always seem to put it on the back burner, cause Classic D&D does what I am looking for. So, if I ever get the motivation, I might finish my "basic d20 D&D" handbook.

Anyway thank you for your post and noting that not all players/GMs and game systems are built the same.
 

WayneLigon said:
I haven't had a problem with d20 'rules creep' so far, I suppose, because we don't use a lot of third party supplements in the games we've had so far. Recently, I've purchased the various 'Path of XXX' books from Fantasy Flight, and might be incorporating some of those classes and PrC's. So I've been pretty careful at picking and choosing.

I love the Path series- my players don't. The Path series is far more balanced, better written, and more interesting than WotC's lame excuses for splatbooks- which is precisely why nothing in those books excites my players. And precisely why I banned all of WotC's non-hardcover books from use in play.





The emphasis is on 'can be'. Both those systems also acknowledge that no way are you going to use every fiddly bit of it, all the time. Previous to 3E, D&D has been pretty rules-light (yes, I did say that). Now, faced with what is a toolbox instead of a laundry list, some people panic.

Yes, D&D 2nd edition was actually rather rules-light- I remember how excited I was to pick up the Player's Option series... and to discover new "crunchy bits" in issues of Dragon. I remember how excited I was to find Morris' Dusk materials online. Let's just say that excitement is long gone in 3e, replaced with a sensation more akin to drowning...



They just need to learn to pick and choose.

I try to do that from the beginning- but before long, my settings always end up recieving the "Kitchen Sink" treatment... as in, everything but the sink goes in...
 

Tyler Do'Urden said:
On the other hand, limiting a campaign setting can damage it's survivability over the long term.

That depends. It can also add character. For instance, it is very possible to reinstate the class / race restrictions. To some degree I do this with paladins since the campaign has no history of the other races having members of this class. Yet if a player presents a strong character to me that happens to be an elven paladin, I can allow it as a specific exception without worrying about whether or not the rules support it because - by default they do.

Consider also the colors of magic on the Dusk site or the spells of the basic classes. The five colors of magic are defined as much by what they cannot do as by what they can. This is why red mages have poor dispelling ability, white mages are overloaded on wards but have virtually no offense, blue magic counter everything in site but can do little to something already cast. Even within d20 wizards are defined somewhat by their lack of curative spells and clerics are conversely defined by their lack of powerful offensive spells and utility spells.

Limits with reasons are fine. It's reasons imposed by the rules that can get in the way of setting creation because you either have to take those limitations into account for your world or dismiss them with sometimes unforseen consequences if the play balance of the system was based on those limitations. If you want a stellar example, look at any 2e game with the level limits and class / race restrictions removed and watch how many humans get played. None.
 

Many good points raised, Michael. I'd be interested in reading some thoughts from the other half of the book. You make a great case for the Rules, but don't say much about the Role.

I think Role & Rule intertwine quite a bit in D20 games. Action resolution of one kind or another is covered by the rules, but the impetus for any given PC action is based on role--what they think their character might do. Many DMs have their players act out the use of Social skills, then have them roll the d20 to reflect skills the character might have that the player does not. Without this sort of role-playing mixed in with the rule-playing (cheesy phrase--sorry about that), d20 loses much of its uniqueness (compared to tabletop strategy, board games, computer games).

D&D 3E does indeed use the "modular" design to great effect, though. Just read through the stat blocks in City of the Spider Queen--it takes full advantage of Templates and Character levels for monsters. Plenty that PCs will find surprising!

You might consider referring to the "two types" (assuming there are only two) as Modular and Holistic. I think of them, respectively, like Legos™ and Silly Putty™. You can make anything you like out of either, but each suits a different temperament and mood.
 

I am not so smart. I admit that. What does "Ex Tempoire" mean? It seems to me that Role & Rule is really just a long essay on the philosophy of roleplaying and ruleslawyering. What actual utility does it have other than promoting thought? I guess I just need a simple explanation. What will this product offer me? I guess I "don't get it."

I am fascinated by game design, and have always wanted to design a role playing game myself. I don't believe I have the capacity to do it, however; not a full working set of rules. Tweaking, modifying, and adjusting an existing ruleset, I feel I can do, and I have been working on a version of the now defunct Saga system for a while.

Will this product aid in that sort of thing? Or will it just discuss how to modify the D20 rules ot suit one's own style of play?
 
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mistergone said:
I am not so smart. I admit that. What does "Ex Tempoire" mean?

On the fly or spontaneously.


It seems to me that Role & Rule is really just a long essay on the philosophy of roleplaying and ruleslawyering. What actual utility does it have other than promoting thought?

The book is slated to contain some 40 new feats, expanded combat options including a specific injury critical hit system, and expanded definitions for each of the skills in the game. It discusses the processes behind building new feats, skills and spells. While it does not contain any new spells, it does explore unusual applications for many of the existing spells.

I guess I just need a simple explanation. What will this product offer me? I guess I "don't get it."

A variety of things including both "crunchy" and fluff bits.

I am fascinated by game design, and have always wanted to design a role playing game myself. I don't believe I have the capacity to do it, however; not a full working set of rules. Tweaking, modifying, and adjusting an existing ruleset, I feel I can do, and I have been working on a version of the now defunct Saga system for a while.

Will this product aid in that sort of thing? Or will it just discuss how to modify the D20 rules ot suit one's own style of play?

Role & Rule is written for d20. Unlike Robin's Laws of Gamemastering or Aaron Rosenburg's Gamemastering Secrets the book is truly a d20 product, and not a book that d20 was slapped onto the cover of as an afterthought to boost sales. While some of the theory in the book, particularly it's early chapters, can be applied to any system, much of the book is d20 specific, especially the feats and skills.
 
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On the other hand, limiting a campaign setting can damage it's survivability over the long term.

I feel the exact opposite? D&D or any system for that matter, that strives to be all inclusive will have rules or subsets of rules that are geared for contradicting styles of play. A good system is inclusionary, a good game is inclusive. A great example is Champions - if the DM & Players want a Batman type campaign and one PC is a Superman clone, you have a game breaking problem. The rules should exsist to do it but the involved parties set limits to re-create the genre.

I play/run low magic, mainly Wheel of Time and Birthright. Many rules are wholly or partially inappropiate to those settings. For the setting(s) to work many of the rules get shuffeled out the door. My players like the style of game I run and are content with limits. If I tried to run a "kitchen sink and everything else" game, I would fail miserably. I am not sure how others do it?
 

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