DM’s Academy question about originality

DM’s Academy question about originality

I remain fascinated by the DM’s Academy subreddit and post there a few times a week. The following was popular:

Question:
So I'm working on some history for my world and I get this great idea. My players are finding these objects of unidentifiable ancient magic, and I wasn't sure what they were for yet. Then I thought well they're solving these draconic riddles to reach the objects, maybe they're like seals placed a thousand years ago by a dragon cult to seal evil dragons away in the earth! Cool! Dammit, that's basically Skyrim. Still doing it.

What do you do when you realize your idea is too close to a book/movie/game? Roll with it? Scrap it?

My answer, with a shocking 100-something upvotes:

Fuck originality.

It will become original through the amazingly imaginative things your friends do in response to it all and the game and your decisions in the moment as the dice add their element.

Don't sweat it. Unleash your friends on it.
https://www.reddit.com/r/DMAcademy/comments/uc08ao/comment/i67gwj0/?utm_source=share&utm_medium=web2x&context=3
Executioner's Sword Subject Divider

The trick is not being ashamed of unoriginality and twisting on it until it is, in fact, something quite fresh and new. It doesn’t take much. Let’s play with such an idea that I was daydreaming about in the car today. Let’s play with, daydream about and twist on the idea of the Dwarven Mining Company. I have a pinterest board dedicated to the premise; it has been in the back of my mind somewhere for years.

Dwarven miners….not original at all. Okay, What organizes them? We’ll use the Burning Wheel dwarven lifepaths as inspiration – again, using others’ work – not original. We could futz with those in charge of the company but let’s drill down a bit, so to speak. Who are those dwarves who dig the tunnels, who have slate and mud in their beards?

Yes, the game will be about the scouts who descend into untouched subterranean vistas and leave markers for the miners and tunnel-diggers. In a perfect world the scouts would leave markers for a good spot for the miners to make basecamp and organize the tunnellers, tunnels would get sunk and gems, gold and the occasional mithril would vomit forth. Let’s make the world less perfect. That is how we create Situation.

The scouts are being forced into an area their grand-sires avoided for centuries; the mining company is hesitant but also greedy. Someone is putting pressure on them. Who? The Prince of the Holdfast is putting pressure on the company to attain riches. Why? Hm.

The Prince is in debt…to necromantic bankers from the west. Cool. Let’s keep an eye on that, make sure that evil bankers don’t take the shape of any antisemitic tropes.

What are scouts watching out for on a good day? They are making sure the tunnels don’t run afoul of any trolls. Maybe there are stories of dwarves who delved too greedily and too deep and awoke a demon (NOT original); the scouts are watching out for that.

Me, being me, I want giant spiders to show up. I’d probably have the first session have the scouts run into troll refugees running from what they say is an army of giant spiders. They are desperate enough to head into tunnels that everyone knows has sleeping dragon or balrogs or something the grand-sires spoke of in fiery hushed tones.

Maybe I don’t even start that dramatic. Maybe it is just competition with a rival mining company that wants these unclaimed tunnels for themselves, throw the trolls and the spiders in later after we’ve created some context and gotten a feel for the tunnels.

Either way, it starts unoriginal and then you push on it and twist it and think about points of view you’ve never seen in fantasy novels or never seen in the way you wanted them to. By the time the players make characters and the dice hit the table, the idea will gain a fresh point of view. All we have to do is get over the shame of being unoriginal.

Executioner's Sword Subject Divider

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Daydreaming Notes on Roguelikes and Dark Souls-likes

Thinking about these kinds of games, their roots and what could be taken from them and tossed onto the table.

Things that interest me about Roguelikes

  • final death
  • fast chargen
  • procedural generated setting
  • gear/scarcity
  • levels and improvement
  • challenging? learning through play?
  • No linear path, no path at all

 


Things that interest me about Souls-likes

I could be wrong about any of these. I really only know these games through their trailers and online discussion but find them fascinating.

  • dark setting
  • old maps recontextualized
  • big antagonists
  • setting has strong, iconic vibe, building on a theme
  • armor and swords (dress-up?)
  • winding path that doubles back
  • cursed character with an odd relationship to life and death


I’m thinking out loud here and tossing out notes in public. If you have any thoughts on tabletop RPG’s and these games please let me know.