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Tuesday, January 19, 2016

Reinventing The Wheel

There are plenty of mistakes that new and old DMs alike can make, but one stands out to me this week as I work on my own stuff: reinventing the wheel.  I have talked about how time you spend is never truly wasted if you get something out of it, but of all the things to get lost in doing this one may actually have the potential to be wasteful.  This trap becomes especially present when you are making your own campaign, and especially so when you are also trying to make your own world.  The desire to make it unique is a powerful force, but making your world or game unique does not need to mean making everything new.

When playing loose rule-sets like Savage Worlds, this is much less a problem.  The designers of those games have spent a lot of time fleshing out rules so that you can reinvent the wheel if you want.  The game itself focuses on allowing you to use the framework to describe any type of world you want.  At this point, among all the source books, I am sure there are probably a dozen different "dwarfs".  Quantitatively, they have very little different, maybe just two or three different edges/hindrances.  Qualitatively, they are incredibly different.  Those edges and hindrances have birthed whole new forms of what it means to be dwarf.

Things begin to get harder if you are sitting down and using the D&D or Pathfinder rule sets, for example.  The mechanics run deep here and making a dwarven race or a special magic using class may require a complex rebuild of something that exists.  Or you may have to work from the ground up designing something completely new.  I have visions of how things are and while you want to use the terms dwarf or wizard, you see something too different from what is presented.  You have to make new mechanics to make those visions come true.

Well, that's the trap anyway.

Don't reinvent the wheel, don't reinvent the dragon, don't reinvent the wizard.  They are what they are.  If you have a vision of something different from any of the cliches or readily made rules, think about what that vision really is.  Decide on what makes it unique to you and your world.  Separate out the unique aspects and decide if they do rub up against the given mechanics wrong.  Getting the cliche out of your head may be all that is needed.  Perhaps you need to work on reskinning these things.  Edit words here or there to make them what you want them to be.

Dwarfs on your world shipwrights and seafarers?  Change stone working to carpentry and knowledge of earth and metal to sea and weather.  It may not be that simple to you, it may not be enough.  But let's look at another example: Dark Sun.  The world of Athas is vastly different from any classical fantasy setting, but it still have things like elves and dwarfs.  These, too, are hugely different from their classic counterparts.  However, in my experience, the racial stats don't need any changing at all.  The style, theme, actions, and dressing of these races in a world that is unique make them unique.

Now you may be saying that Athas has tons of new things that are unique and made from scratch.  You are right, but that doesn't change the fact that not everything required working from the ground up.  If you are going to make a new car, do you really need to design your own braking system or a new version of the combustion engine?  I seriously doubt the answer is yes.  If it is yes, then what about the seats and the windows.  Are you fundamentally changing how we see while we drive or the way in which our bodies sit?  Doubtful.

Don't get me wrong, I don't want to discourage creation.  I hope to help prevent people from discouraging themselves through the possibility of spending time unneeded and unsuccessfully.  If you have a huge, great, unique idea then go for it.  Build that class.  All the power too you!  But if what you need is a dragon then use a dragon.  There are *arbitrarily large number* of tire designs out there depending on whether its to land a plane, drive a vehicle, or move a bicycle.  They are still all the wheel.  Make a new dragon if you like, but don't get trapped reinventing it.  Use what you have as a foundation and framework.

Remember also that the trap can involve mechanics, races, monsters, styles, set-ups.  You name it you can find a way to spend too much time trying to make something you already have instead of making it yours.

Personally I fell into this trap over the weekend just trying to name some things.  Do you know how few words associated with light and the sun there are?  Sure there are tons, scientifically, but to create various orders or religious groups?  Well. let me tell you many that sound good have been used and sound used.  Or they sound very similar.  Getting someone to throw around such terms makes them sound a little different, kinder on the creative ears seeking to make something their own.  I have some names I like now, some I am still toying with, but I stopped my too-many-hours-long search for new words to use.

Finally stop yourself if you find your having trouble.  Maybe you got lost in the trap or maybe its a creative block.  Either way step back.  Stop looking at it and distract yourself with something else.  Ask if you really need to keep going in that direction, find out if you fell into a trap you didn't need to be in.  Come back to it later.

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