Solar Powered Moon Fortress
The Ether, Schenectedy, Ideas
Creativity is defined as:
1. The state or quality of being creative
2. The ability to transcend traditional ideas, rules, patterns, relationships, or the like, and to create meaningful new ideas, forms, methods, interpretations, etc.; originality, progressiveness, or imagination: the need for creativity in modern industry; creativity in the performing arts.
3. The process by which one utilizes creative ability: Extensive reading stimulated his creativity.
Another source states:
“Creativity refers to the phenomenon whereby a person creates something new (a product, a solution, a work of art, a novel, a joke, etc.) that has some kind of value. What counts as “new” may be in reference to the individual creator, or to the society or domain within which the novelty occurs. What counts as “valuable” is similarly defined in a variety of ways."
Ways to achieve a strong creative work that I agree with (but not limited to or even correct):
Nickerson provides a summary of the various creativity techniques that have been proposed. These include approaches that have been developed by both academia and industry:
1)Establishing purpose and intention
2)Building basic skills
A.Understanding role-playing in it’s simplest form. B.the basic mechanics of the game. C.Understanding combat. D.Understanding the importance of quality fluff. E.Gaming Etiquette
3)Encouraging acquisitions of domain-specific knowledge.
A.Reading about things related to the theme B.Reading the rules and applications C.Getting outside input
4)Stimulating and rewarding curiosity and exploration
A. What can the GM do to reward the players (examples: treasure, XP, power, freedom, plot) B.What can the Players do to reward the GM (knowing basic rules, respect, OOC Communication) C.Paying attention to both the GM and the other players
5)Building motivation, especially internal motivation
A.GM asking the players what their goals are, their wants their needs and dislikes B.Constructive criticism on both sides C.Compliments and Encouragement D.Asking for help without fear of insults
6)Encouraging confidence and a willingness to take risks
A.Assigning roles that draw out the strengths of players B.Helping other players attain a proficiency in a role they lack but wish to achieve C.Changing roles on occasion to help break stagnation. D.Encouraging OOC co-operation E.Creating reasonable challenges as a GM that aren’t simply based on power-gaming.
7)Focusing on mastery and self-competition
A.Becoming somewhat of an expert on a certain field B.Instead of competing in a GM vs Players or Player Vs Player focus on Player vs Self C.Progressive goals with clearly attainable and noted marks D.Growth as GM or Player
8)Promoting supportable beliefs about creativity
A. Talking about what creativity means to everyone B.Value the individual wants of each person there and help them attain them C.Discuss the game OOC as a group.
9)Providing opportunities for choice and discovery
A.Changing rules occasionally for the players or GM B.Leaving ones comfort zone from time-to-time C.Avoid railroading D.View structure as less of a rule and more of a principle
10)Developing self-management (metacognitive skills)
1.Building a basic routine that doesn’t require guilt or fear. B.Reading scriptures and then discussing them as a group to solidify in group understanding. C.Communicating freely but respectfully D.Re-reading the past posts and emails to analyze oneself (even this one)
11)Teaching techniques and strategies for facilitating creative performance
1.Helping players as a GM in emails, before a game or after. 2.Helping the other less experienced players feel welcome. 3.Find efficiency savers 4.Discuss ideas that help others learn when they feel frustrated
1.Realizing that it is a game all in our heads 2.Also realizing that it is a communal effort, no-one, even the GM is not the King of All 3.Realizing that it’s supposed to be fun 4.Respect 5.Breaks, Hiatus, doing things outside the game together 6.A group/party/collaboration is only as strong as the weakest link 7.Communicating frustrations in a calm manner 8.Accepting that most good things have an ending.
Creativity is constantly at war with structure but the 2 can be tied together with balance and respect. If you have any questions or ideas tell me. I want to encourage a creative environment, even though collaboration seems counter-productive to the idea.