Where do we find our inspiration in creating new game material?
I’m asking myself this question as I start a few new projects.
I’m looking to revise and reinvigorate my repertoire of roleplaying
game adventures for conventions, so I’m seeking new sources of
inspiration. I’ve also suddenly and seemingly inexplicably found
myself inspired to draft a set of simple yet easily modified skirmish
wargaming rules, a result of my recent reading and dabbling in
similar games (and my publication of Valley of the Ape to
entice kids into wargaming). I’m examining both where I find
inspiration and how to harness sudden enthusiasms that emerge from
those same sources.
A collective wisdom exists among humanity that nothing is
original, that our creations come out of our lifelong experiences,
including the media we consume. “Originality is nothing but
judicious imitation,” Voltaire said. “The most original writers
borrowed one from another.” Perhaps novelist and Fight Club
author Chuck Palahniuk put it best: “Nothing of me is original. I
am the combined effort of everyone I’ve ever known.” In this
spirit – and as an effective means of looking for inspiration – I
find research one of the best ways for me to fire up my imagination.
I look in several places for new ideas or approaches: exploring
related subjects on Wikipedia, paging through old game books,
browsing my small yet satisfying personal library of non-fiction
materials, and occasionally sitting down to watch a genre-related
video. Everyone has their favorite novels, films, comics, television
shows, and games. Most folks cultivate interests related to and apart
from their media consumption that can also inform and influence their
game writing. Ultimately our creations incorporate bits and pieces of ourselves
– books we’ve read, films we’ve seen, comics we’ve followed,
games we’ve played, and an entire lifetime of original experience –
all interpreted, re-assembled, and transformed into a new form, our
“original” work. The more we read/watch/play/experience, the more
material we have for inspiration, the more elements we have to
recombine into new forms that please ourselves and others.
The key in this process lies in broadening our experience,
primarily through reading (though watching movies and television can
help, too). Reading allows us to vicariously experience events
otherwise beyond our immediate reach. I can’t experience climbing
Mount Everest, but I can read a book about those who did. I can’t
travel back in time to experience first-hand the World War II tank
battles of North Africa, but I can read about them.
It’s important we occasionally try exposing ourselves to
different materials, ones that break us out of our usual modes of
perception and thinking and challenge us to look at something
different that what we’d like. At best it can inspire us in new
ways; in some cases we can reflect on new experiences that
disappointed us and learn why we weren’t satisfied. My interest in
the Old School Renaissance (OSR) movement grew from a willingness to
explore OSR game materials online, through fanzines, and several full
games, finding new ideas and approaches I could adapt to my own work.
In a less-successful instance I recently tried the first novel in a
wildly popular military science fiction series a friend recommended;
halfway through the book I put it down, realizing I wasn’t really
connecting with it. Why? Maybe it seemed like too many characters and
too much backstory for me to follow. Maybe its tone seemed to grate
on my personal political leanings. Maybe that genre of military
sci-fi doesn’t really engage a reader who grew up on and still
enjoys the likes of Larry Niven, Edgar Rice Burroughs, and Michael
Moorcock.
In my current mission to develop some new roleplaying game
scenarios for conventions (with fewer, linear narrative elements and
more “sandboxy” free-form bits), I found some inspiration in an
unlikely source. Despite my interest in OSR materials, I’ve never
really gotten into Dungeon Crawl Classics; but Timothy
Callahan, publisher of the incredible Crawljammer zine, sent some
copies my way and I found an interesting article by Sean Ellis,
“Random Space Encounters.” It’s just a table with 20 space
encounters in Crawljammer’s wonderful, over-the-top gonzo
style, yet it started me thinking about a new approach in adventure
writing. I’d like to develop a new convention scenario for the good
old D6 Star Wars Roleplaying Game and
the article provided some inspiration in creating my own more
free-form asteroid field scenario appropriate to the Star
Wars setting. I’m
starting with a basic premise and some familiar locations from my
past work with D6 Star Wars, essentially providing an
action-filled introduction to eventually dump the heroes into an
asteroid field filled with interesting occurrences and enticing
mysteries to explore...which is where a host of random tables comes
in to offer variety and in-game inspiration. Each idea generated on
my table of what Star Wars characters find in the asteroid
field comes with its own set of variables. The article provided the
new perspective I needed to freshen up my adventure writing.
Giving in to Inspiration
Passion for a game project – arguably any project – remains an
elusive force to tap into, one that, if ignored or set aside, can
quickly fade if it isn’t harnessed while our enthusiasm remains
hot. Granted, part of the challenge comes from sustaining that
excitement through various development stages, but giving in to that
initial enthusiasm can make the difference between enjoyable and
successful game materials and ones that linger painfully as they
become more work than a labors of love.
I’ve managed to tap into this kind of inspirational enthusiasm
several times, though often I had to set aside other projects from
which, frankly, I probably needed a break anyway to provide a fresh
approach later. My solitaire World War II submarine game OperationDrumbeat was inspired by an overview article on the campaign in
WWII History Magazine. The article provided an
outline concept, my love for the classic Avalon Hill solitaire B-17:
Queen of the Skies offered an
example of how charts and die rolls could drive the game,
and some research into u-boat actions provided the idea for
recording patrol events in a kriegstagebuch, or war journal.
All these elements fueled my enthusiasm for the project and provided
the foundation for elements in Operation Drumbeat. Certainly
my work on Valley of the Ape was fueled by inspiration both
from the convention adventure game we saw last year and the seemingly
boundless enthusiasm my son, the Little Guy, showed (and continues to
show) for playing the game. Capitalizing on that energy – setting
aside other projects in the process – remained key to completing
the game, crafting components, and finally publishing it to share
with others. Sometimes I get fired up to write about a particular
subject for a Hobby Games Recce post, so I capitalize on the
inspiration right away, at least to outline the piece and type out a
few key concepts, phrases, or even paragraphs, before revisiting it
later to expand on ideas, refine concepts after some reflection, and
otherwise polish it for publication.
Many times inspiration comes from examining game product and
thinking, “Hmmm, maybe I could try something like that, but with a
twist, or improving this particular mechanic.” That sentiment
remains one of the forces behind the Old School Renaissance movement
(OSR), in which numerous designers have taken the basics of the
System Reference Documents (SRD) through the terms of the Open Game
License (OGL) and revisited their favorite old-school games,
incorporating many of their own “house rules,” in new forms based
on old classics. Since the dawn of the adventure gaming hobby people
have freely created “house rules” for their favorite games,
sometimes to the point of making entirely new games themselves (a
subject I discussed in “A Hobby of Tinkers”).
Sometimes inspiration emerges from previous projects fueled by
current enthusiasm or research. My work completing Valley of the
Ape and my reading several miniature wargaming rules sets, as
well as Jon Peterson’s overview of the history of wargaming and its
systems in Playing at the World, sent me off on a tangent
(again putting aside several other projects). Although I find certain
elements in each rules set appealing, no one system really works for
me; so I’m drafting some quick skirmish rules using some of the
basic, kid-friendly mechanics from Valley of the Ape, along
with options that intuitively expand on those concepts to provide
greater depth and historical flexibility.
One of the delights of reading Playing at the World is not
simply looking at the wargaming traditions since Napoleonic times and
developments in the second half of the 20th century, but tracking how
those elements inspired designers and transformed into the many
roleplaying game practices we take for granted today, more than 40
years after the dawn of roleplaying games. It exemplifies the spirit
of creativity, finding inspiration in ourselves and the games we
read, recombining those in original forms that satisfy our own play
styles, and sharing those with others.
Comments....
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