[RPG] How to encourage a player’s creativity without breaking the game

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I've just started a new D&D 4e campaign with a new group of players. One of my players came straight from 2nd edition, and has never played 4e before. She doesn't seem to grasp the layer of abstraction between game flavor and game mechanics used in 4e. For example, xivorts have an at-will net power, which does no damage but applies the restrained condition. My player's reaction to that was, "It's a net, so it doesn't hold me down, so I fly away and am free." We had to explain to her that that wasn't how conditions work. Then after the fight, she wanted to collect all the nets and weapons used in the fight, to use herself (as, since they were able to stop her from escaping even with flight, they must be exceptional nets).

I like this kind of creativity – looking at the environment and finding new and interesting ways to get around obstacles – but allowing her to escape "restrained" by flying because the flavor text is a net invites making entire categories of effects useless in a large percentage of situations. Also, allowing her to pick up those flavor-text nets and use them to the same at-will effect on enemies would break the game balance severely. I don't want the other players to feel I'm favoring her – or to start doing it themselves, because at that point all mechanics and balance both go out the window.

What can I do to encourage her creativity and imagination in situations like these, without sacrificing the mechanics and game balance?

Best Answer

This is a system transition issue, not a creativity issue.

4e is a very different system and that's okay, but it's not for everyone. There's a gap between the player and the system and your job as GM is to help facilitate bridging that gap. Your goal in this should not be to make the player conform to the system, but to help the player understand the system's approach enough to decide if the system is one she wants to play in.

It's important to realize that creativity is not 'at stake' here: you can be just as creative in 4e as in any other system... just not in exactly the same fields.

What's the difference?

4e instituted multiple ground-level philosophy changes that build on each other:

  • Parties are hardy and self-contained. Instead of needing to exploit their environments and using dirty tricks to desperately survive on 3 hp and exceptionally limited healing, even the lowest-level 4e party has everything it needs to survive and triumph all written there on the character sheets.

  • It's not the net that's special: it's the person throwing it. 4e has feats, features, powers, and magic enchantments which could let a PC mimic that power's restraining effect. The net is probably the least important part of the equation; in 4e items are important and necessary but rarely definitive.

  • Realism takes a back seat to modular balance. Early editions left a great deal of mechanics to what the GM thought felt right, and 3.5 introduced numerous subsystems to provide rules for the same effect. This led to (often unexpected) problems with silly combinations and massive power imbalance. In order to reduce these problems, 4e abandoned most of its predecessors' attempts to mimic a 'real world' feel to its mechanics: it replaced them with standardized power gain, standardized effects, and a universal class system.

Together, means that rules are really important to 4e.

In earlier D&D editions, the player's line of reasoning would be absolutely correct: while a player has ability, most often it is the item the player wields which defines the effects the item can achieve. This was a major theme of D&D for a long time: the item makes the hero, and the heroes MUST grab every advantage they can or they will perish.

But in 4e, combat mechanics are balanced so carefully and already weighted so firmly in the players' favor that remaining within the game's mechanics is important to keep the game from spinning out of control. It's not your responsibility as a GM to make that happen invisibly; it's your responsibility to invite the players to work with you to make the game a good one.

To this end, player creativity in 4e needs to be channeled (voluntarily by the players, with support from the GM) away from scrounging and toward creative application of the existing rules. Finding how effective the nets are might make the PC want to start taking feats and features to learn how to use them, for example.

4e's fun is inside the box

4e is appealing to two major groups of players:

  • Those who enjoy taking a structured system and making it perform to the extremes of its potential.
  • Those who enjoy working in a system where even the least CharOpped builds are capable of achieving a modicum of success.

Other players may or may not find its modular philosophy chafing, but remember that any system can support strong, creative role-playing... just not always in the same areas. It's important for everyone at the table to be on the same page about the kind of system you're playing, or misunderstandings like your nets will crop up.