One of the most curious contradictions at the heart of our shared hobby is the tension between creativity and consumption, a topic I've wrestled with many times over the course of this blog’s history. From its very inception, the RPG hobby has encouraged its participants to be creators – of rules, settings, monsters, adventures, and more. Indeed, the earliest editions of Dungeons & Dragons often go out of their way to emphasize this. In OD&D, for example, Gygax and Arneson famously invited referees to take what’s offered and build upon it, adapt it, and, where necessary, discard it. "Decide how you would like it to be," they write, "and then make it just that way!"
This sentiment, perhaps more than any other, is the heart of what we now call "old school" gaming. The referee is not just a consumer or a facilitator of rules, but a world-builder. The rules are scaffolding, not scripture. The game is yours: take what you want and leave the rest, as a wise old man once said.
And yet, not long after those exhortations to freewheeling invention, TSR and other publishers began selling roleplayers pre-made rulesets, adventures, and settings. The Keep on the Borderlands, Tegel Manor, Apple Lane, Buffalo Castle, and more, each is a vision conjured by someone else, lovingly detailed and made ready for us to explore. These modules are often excellent and many of them loom large in our collective memory. They are, paradoxically, personal experiences so many of us share in common, as I discussed here not that long ago. So many of us have cut our teeth on the same classic adventures or flipped through the same dog-eared setting material. There’s thus a strong communal identity wrapped up in those shared artifacts. They’re what unite us across decades and continents. Ask an old school gamer about Bargle or Strahd or Acererak and you're likely to get a grin of recognition and quite possibly a story or two.
This is the foundation of a shared culture – a canon, if you like, not of texts but of experiences. That canon was shaped not just by our own tables, but also by the creative work of others. TSR, Judges Guild, Chaosium, Flying Buffalo, FGU, each added to this rich stew with their own distinctive flavors. Griffin Mountain, City State of the Invincible Overlord, Death Test, Chivalry & Sorcery Sourcebook were all, in their own unique ways, invitations to play in someone else’s dream.
There lies a conundrum. For a hobby so rooted in individual creativity, if you look at its history, you’ll also notice a surprising dependence on the creations of others. We lionize the do-it-yourself ethos even as we buy a megadungeon, back yet another retro-clone project, or download a map someone else has made. We celebrate the idea that each campaign is unique, spun from the mind of a referee and shaped by the unpredictable actions of players – and yet we often start those very same campaigns in someone else’s sandbox. I know this all too well, because I’ve done it myself and indeed am doing so right now. None of my regular campaigns, including my long-running House of Worms campaign, takes place in a setting entirely born of my own imagination.
Is this a contradiction? Perhaps, but, at the same time, it’s also part of the strange alchemy that makes RPGs what they are. When we pick up someone else’s adventure, we’re not wholly surrendering our imaginations. I prefer to think we’re collaborating, whether with a professional designer from the days of yore or with a fellow hobbyist today. A good adventure module isn’t a finished "story," but rather a map, a toolkit, and even a provocation. We bring it to life. We personalize it. We fill in the gaps. Sometimes we’ll even discard half (or more!) of it. The best pre-made materials aren’t necessarily constraints on our creativity but catalysts for them.
Still, I often find myself pondering this seeming contradiction, in part because I’ve played a role, if only a small one, in the commercialization of the hobby. Over the decades, I’ve written and published my own works, contributed to the larger hobby, and of course, I’ve bought more than my fair share of games, modules, and other products, as my regular Retrospective posts can attest. So, I’ve benefited from this strange system, but I’m also wary of what it might cost us in the long run. Are we, little by little, outsourcing our imagination? Are we becoming too quick to look for a pre-packaged solution when we could come up with our own? Or are we, as we always have, simply standing on the shoulders of others to better see the worlds we want to build? I don’t know. There’s no easy answer.
Beyond the obvious "I don't have the time for that much imagination anymore so I pay someone to do it for me" bit, a published adventure allows me the freedom to be creative in a way I love, even if I no longer have the bandwidth to be creative in ALL of the ways I want to be. It's a consolation prize, but still very much a nice one.
ReplyDeleteInvention from scratch takes time and talent that few have.
ReplyDeleteWithout mass market commercialization of RPGs as a consumer product many of us would have never discovered them. Especially in the dark old days before the internet for those of us outside our of major cities.
ReplyDeleteI’m absolutely in favor of RPGs being a “small c” commercial product. A cottage industry of passionate DIY creators selling (or better yet trading) their material with each other.
Big corporate studios as rpg publishers beholden to shareholders and earnings reports I am less enthusiastic about.
All I really have to say is that "imagination" is not a process of creation at all, but of synthesis. We build upon what we have seen and experienced, and "make it our own" by taking the parts we like and leaving the parts we do not, and by that process create something original, but not something precisely new. As the Bard put it:
ReplyDelete"If there be nothing new, but that which is
Hath been before, how are our brains beguil'd,
Which, labouring for invention, bear amiss
The second burthen of a former child!"
... which, of course, he himself derived from Ecclesiastes 1:9. So I don't see any issue at all with producing or consuming packaged modules or settings; far from *replacing* imagination, this is indeed a critical part of the imaginative process.
We learn a dance, like bachata and it is a received pattern that the dancer then elaborates upon and makes their own. A dancer is no less a creator because they are dancing a pattern created by someone else. One only needs to watch the the documentary THE FIVE OBSTRUCTIONS to understand how externally imposed structures often prompts and deepens imagination.
ReplyDeleteIn the RPG space the DM-collaborates-with-published-material model is a more obvious immediate discrete version of the process by which a poet or a fiction writer takes the patterns she has integrated and elaborates upon to create their own. While creative writing elaborates upon previously published work in indirect, diffused and subterranean ways, the modality is similar.
The point is originality is a useful fiction that obscures how utterly dependent we all are on other people's work.
Yes, this is the right answer. Creativity plays deepest within limitations—a poetic form, a strong aesthetic influence, a set of game rules . . .
DeleteI'm sure this blog skews heavily toward the make-your-own adventure/setting/rules crowd. However, many/most players of D&D et al are a bit more casual about it, and if canned settings and adventures make it easier to get players around the table, so be it.
ReplyDeleteIt's not lazy to use someone else's product. Having done plenty of homebrew, and even published two dozen wargames, I can say I really enjoy reading/using the work of others. Rediscovering the classic modules in my 50s has been a blast.
ReplyDeleteAnd, three cheers for Gary who convinced us to buy his product in order to use our own imagination.
I'm DMing for the first time ever and using a canned module, and I have to say, even that is a lot of hard work. Maybe it's natural for some people, but I have a lot of ideas I have been trying to compile into a campaign or even adventure, and I find such tasks as sizing the encounters and so forth daunting. Given the fact that I have limited time to devote to the experience as is, the packaged stuff is really a boon, and I think there is plenty of room for characters and DMs to make it their own.
ReplyDeleteI've always said I was a "lazy DM", by utilizing pre-made modules and campaign settings. I was OK with that and there is nothing wrong with it. Sure, the modules and campaign setting weren't mine per se, but the memories and experiences created by myself and others are ours, and that's pretty cool too.
ReplyDeleteDon't get me wrong. I've created a small side quest or two over the years, but it really hasn't been until that last ten years or so I've ventured into breaking out of fully pre-made adventures and campaigns. My Land of a Thousand Towers campaign, which I've been working on for years now, is not 100% all mine and I fully acknowledge it. I've borrowed bits and pieces from here and there from stuff I like. As a whole, I think it's kinda original and I'm proud of it. Hopefully my gaming group will start into soon.
There are those who feel somewhat opinionated that if you're not making original material for your game, you're doing it wrong. Some of us lack the time and creativity to even venture down that road. Don't scorn those who don't home brew everything. Be content that we're playing and participating in our hobby.
My brother and I were introduced to D&D by a group of friends who had been playing for maybe a year before us. During those early sessions we were introduced to the wonders of Elvish String, which could cut thru anything, and the healing powers of blue mold.
ReplyDeleteA few years later, when we finally got copies of the game on our own (white box, btw), my brother exclaimed "I can't find Elvish String or Blue Mold anywhere", we finally realized these has been made up out of whole cloth by one of the DMs, and taken on a mythical life of their own in our group. Point, imagination.
That's awesome. I was part of the "Introduced by Big Brothers and Returning Soldiers" cadre as well. Those guys . . . man you never knew what was truth or sheer fabrication. A mag-flare really DOES burn at the bottom of a swimming pool, though.
DeleteThis game was about having fun and camaraderie and whatever it took to get there. Memories forever. You can't buy it in a bottle.
I'd argue just the introduction of the module itself was a new kind of creative media, straddling written fiction with its backstories and assorted encounters, and perhaps comic books with their lavish illustrations and maps. And while the commercial ones were never that prohibitively expensive back then to begin with, nevertheless it still became an almost obsessive thing amidst our gaming group to try our hands at writing/making our own. Even if we were also importing obvious Elric or Darth Vader knockoffs as our homemade adversaries, or slavishly imitating the iconic graphic design of the TSR products, right down to their typography and dogeared corner with 'series' nomenclature (I had at least a 'Z1' and 'Z2' to my amateur-hour credit, if memory serves).
ReplyDeleteI think your post gets at another built-in tension that has to do with the place of published products in the hobby, but isn't entirely a matter of commercialization or consumption. It's the tension between private and public. Our gaming groups are small, the experiences we have ephemeral. That's part of the enjoyment. But there is also an impulse to share the products of the creative imagination or the gaming table with a wider audience, an impulse that makes gaming products into something like a genre of literature. I will never use most of the gaming products I buy, but I enjoy reading them. Even within a gaming group, there is already a difference between the worlds imagined by the DM and what gets played at the table. As an imaginative endeavor, the RPG hobby has an enjoyably complicated relationship with the conventional literary ways in which creativity finds public outlets and preservation--or doesn't. I thought of this when everyone was jumping into the Dungeon23 challenge, marveling at all the notebooks being filled with all kinds of fantasies, and wondering: who will ever see most of these worlds? And, does it matter?
ReplyDeleteAs several people have already said, all creative endeavor draws to some extent upon what others have already done. We all need something to spark our ideas, and even the LBBs borrow from fantasy fiction. Gygax and Arneson didn't invent hobbits, ents, or balrogs; the alignment system of Law/Chaos/Neutrality comes from Anderson via Moorcock; gnolls come from Lord Dunsany, and so on. Just a bit later, the ranger class is obviously based on Aragorn and the paladin arguably based on Holger Carlson.
ReplyDeleteAs for modules, they were (and I would say still are) necessary as models. What should an adventure setting look like, and how do you build a dungeon? You left In Search of the Unknown off your list of early modules, but it is expressly intended to help new players answer these questions. (It's also the first TSR module that's not a reworking of a tournament dungeon.) The Keep on the Borderlands and The Village of Hommlet also work as models for beginning DMs, though they're less overtly didactic. Even for experienced players, modules can serve as spurs to creativity.
The danger in prepackaged materials arises when they're overtly offered as the way to play the game, when playing D&D becomes synonymous with playing in the Forgotten Realms (because it's the "official setting") and you need to buy all the Realms stuff that the company can throw at you. This approach is obviously good for profits but bad for encouraging creativity.
Man, excellent article. Great!
ReplyDeleteAgreed, great post. Some pretty good replies, too.
DeletePart and parcel of the post substance hunter gather world. Personally I rather enjoy not having to worry about digging for grubs and being on the menu of a dire wolf
ReplyDeleteThe two things I see as why we like published adventures and setting are ease of use, and a common language.
ReplyDeleteFace it, we're limited with what we have for time and production. If there's a document that I can riff off of, that works well. Like using Death Station in Traveller where it's nowhere near what Miller and company thought it would be used for. If we can take a product, like CSIO, and make it our own, that's a good thing.
The other is a common tongue. Saying "Greyhawk", "Traveller", "Ravenloft", or even EPT lets people know exactly what they're getting into, and have appropriate expectations. It's a way for roleplayers to talk about what's there, and if we have common experinces.
James, this is a great post. I love the thoughts you have here, and it is something that I am rolling over in my mind of how I run my own campaigns, and develop and use other material.
ReplyDeleteAnother great, thought-provoking post, James!
ReplyDeleteConsuming and Creating isn't either-or.
The Beatles bought a lot of Chuck Berry records before they tried writing their own songs. And they continued to buy popular music throughout their careers.
The modules are our muse. Consuming inspires Creating.
This reads a little oddly to me, personally, insofar as I've had a strong (very strong) impression of the OSR community as being especially commercially-oriented. Or perhaps 'entrepreneurially' oriented. I'll admit I never participated in it and only observed from a distance (not having the D&D heritage it assumes), so maybe I'm overestimating this. But FWIW I always associate OSR with someone going into publishing and setting up Kickstarters and generally trying to sell me stuff.
ReplyDeleteTLDR: Neither EGG nor Marc Miller ever expected to do all your thinking and creating for you. I think they were both actually shocked and appalled folks wanted them to create and clarify everything for others. Cowboy up, people!
ReplyDeleteI agree. Afterward to Book 3: Underworld & Wilderness Adventures, TSR, 1974:
Delete"There are unquestionably areas which have been glossed over, while we deeply regret the necessity, space requires that we put in the essentials only, and the trimming will oft times have to be added by the referee and his players. We have attempted to furnish an ample framework, and building should be both easy and fun. In this light, we urge you to refrain from writing for rule interpretations or the like unless you are absolutely at a loss, for everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it just that way! On the other hand, we are not loath to answer your questions, but why have us do any more of your imagining for you? Write to us and tell about your additions, ideas, and what have you. We could always do with a bit of improvement in our refereeing."
A lot of fascinating replies here. But I don't see any that exactly match my thinking on the topic.
ReplyDeleteRPGs are, at their heart, a collaborative experience. A DM does a heck of a lot of work, but the players have to help bring that world to life. James, you talk about the shared experience of multiple people playing the same modules and seem to have some fondness for that. I don't think the collaboration for RPGs ends at the edge of the table. The greater community all share ideas and work together to make a better experience. Modules, campaign settings, and the like are all tools to teach people what some of they can do with their game.
I love that Tomb of Horrors and Ravenloft say very different things about D&D, but both expand the boundaries of possibility. And they give players a touchstone to bind us all together.
All you need for quick, easy, creative, impromptu play are some really good rule books followed by good random tables/generators to be imagination prompts, not tons of extra books at the cost of $100s or $1,000 of dollars (or whatever your local currency happens to be).
ReplyDeleteThis kind of role-playing, which creates situations for PCs to encounter using random tables, is often dismissed these days. However, it was the bread and butter of RPG play in the 1970s. Nevertheless, this left the creators of these games with nothing else to sell. Moreover, consumers wanted to buy more things. Publishers, therefore, obliged the consumers by creating detailed settings with pre-built adventures.
DeleteMany seem to enjoy these plot-heavy, sometimes railroaded, pre-built adventures, and I would never begrudge those people of their pleasure. With that said, such designs gut the original “spirit of play” of early RPGs.
DeleteThat seems to presuppose that the original 'spirit of play' deserves protection and preservation, and that (some) people doing something different is damaging to it.
DeleteA few of the joys of the OSR, as I see it, are bringing back a sense of trust, the expectation of randomness, and a love of discovering where the campaign will go…through play.
DeleteI'm not sure that there's a contradiction at all. In my experience, gaming is inherently syncretic. Even if you're running Greyhawk, for example, ultimately the creation is a unique mix of your (and your players') imaginations. As a personal example, I once wrote up a campaign where Greyhawk had suffered a Dragonlance-like cataclysm. Obviously, I didn't come up with Greyhawk or Dragonlance. The combination, was all mine, though.
ReplyDeleteIn the 2024 DM's guide for D&D 5e, there is a whole section (28-ish pages or so ?) that describes the Greyhawk setting. If I understand correctly, the central city has the most details, but as you move further outward from the city the details get lighter. The whole idea is to show (not tell) how you could go about creating a setting for yourself, perhaps even using the Greyhawk setting in the DMG as a starting point, and then proceed to making it *your* Greyhawk.
ReplyDeleteMy classic pattern, stretching back decades, is to begin with every intention of playing through a module/published adventure designed for just that purpose.
ReplyDeleteThat lasts maybe one or two sessions at most. Soon enough the players are biting at unexpected hooks (hooks often of their own mistaken manufacture, but if someone's got a theory about the larger plot that's better than mine, mama didn't raise any fools).
Before I know it, we're off the rails and running strong. But I always build on that starter adventure: I bring characters from it forward, amplify its conflicts to define the arc of a campaign, and generally riff around it like the tenor saxophone in a hotel lobby combo.
I like to think of myself as a creative guy, but I work best with the published adventure even if I leave it behind quickly. It's a jumpstart for the hardest bit, absolutely, but more than that, it's exactly as James says: a collaboration.
I'm a published (and unfamous and starving and paying the bills elsewise—but published!) writer, so I know the joys of creating ex nihilo—to the extent, of course, that any creativity can be.
But what I love about roleplaying is the improvising around and with the visions of others: the authors of adventures and the other live humans at the table. That's why roleplaying is still my favorite pastime ever. Writing is rewarding but lonely; roleplaying is rewarding and lets you bring a party into the figurative cave of creating and sustaining an ongoing narrative. It's like writing, but much friendlier.
In that sense, Gary Gygax and Greg Costikyan and Greg Gorden and Steve Kenson et al. are my friends, just as dead writers we can never meet can still become our friends. The expansive and collaborative spirit of the roleplaying form invites intertextuality naturally; that's a feature rather than a bug.
I finally realized the whole damned thing is basically a marriage. Part structure, part template, part challenge and differing valuations of the reward. Imagination and creativity throughout.
ReplyDeleteAs U2 said, every artist is a cannibal, every poet is a thief. Every creative endeavour steals or borrows something from somewhere, but just because Michelangelos David was 'David', or even just a recognisably human male, it doesn't make it less creative or artistic.
ReplyDeleteEmbrace the tension of creation vs copying, or pastiche vs new cloth. Keep on being inspired by what's gone before. Stand on the shoulders of those Giants. Or just kill 'em with a rock and a bit of leather ;)
I have to disagree with those who assert that using published supplements reflects a lack of talent or creativity. Most of Shakespeare's plots were derivative. For that matter, there are multiple ways to interpret and present his plays, and we don't complain about the various versions being derivative of each other.
ReplyDeleteOur creativity is always built upon the creativity of others, insisting otherwise is like insisting you should make sourdough without sourdough starter.
I disagree with you completely. Some can create, and others can’t. Following your line of thinking, everyone creates derivative works based on someone else's works before them, but this line of “creation” had to start somewhere. There had to be at least one person who could create without needing someone else’s ideas to begin with. Thinking there could be only one truly creative person in this historical line is absolutely absurd. I have 10 original ideas a day before getting out of bed.
DeleteI suppose part of the love I've developed for OSR-style play in recent years is based on the notion that I want as few “rules” and as little “inspiration” for both my setting and the setting of play as possible, and I’ll add more later if I need them. My focus is on actual play… not buying more material (or unoriginal sources of inspiration, as you may see it).
Cheers!
Hey, don't blame me, take it up with that uninspired hack, Shakespeare, who clearly didn't have 10 original ideas a day before getting out of bed.
DeleteActually, no, I'm going to push back on this. Everyone since the dawn of pictographs and spoken language was inspired by something in their lives, some shared experience between them and their audience. Even the person who told the very first story lived in a community with shared experiences, values, rules and activities that informed the content of that first story. And every story since is somehow derivative of that first story, even - or perhaps especially - if it averts or subverts it.
Inspiration has to come from somewhere. If you somehow were born and immediately placed in a sensory deprivation chamber, where you experienced nothing of life but somehow managed to learn written language, you would have nothing to write about, not even your artificial womb, because you would have nothing to compare it to, and no way to relate to any audience that might exist outside your chamber.
Study copyright law. Something that’s original must originate with the author or creator and cross a certain minimum threshold of originality. That means it can’t just be a mixture of similar elements or based on the work of others. It must be different from the works that came before it.
DeleteDo you think people run these modules as written?
DeleteEven if we were to treat IP law as a proxy for artistic merit, which it most certainly is not, the test you cite implies that as long as the minimum threshold is met, the remainder can be drawn from extant sources.
Seriously, do you think the rights holders to the Mel Gibson Hamlet could sue the rights holders for Branagh's Hamlet, because it uses the same characters, plot, and even a whole bunch of the same words? Do you think that neither of these have artistic merit, because there was an Olivier version first? Do none of them have merit because of the previous stage performances?
Rpgs are like hip hop. The derivative work can have as much, or even more artistic value than the original components.
Delete