I
have touched on this before, even writing a book on it, Forge of Imagination: Spark of an Idea. For some of us focus challenged
folks, ideas come very quickly and easily.
We have trouble staying on one idea long enough to complete it, but we
often have tons of ideas. Some of you
don’t get them that easily, so I will try to give you some advice that has
worked for me.
First
off, read Spark of an Idea. OK,
commercial over. For me, different types
of ideas come from different places.
Ideas for characters seldom come from main characters in books, TV or
movies. I think it is that these
characters are often more established and leave less for me to “make my
own”. However, comic book characters
really seem to give me some great ideas for FRPG NPCs. I also like to base NPCs on real people. There are a lot of dangers to this one, but
sometimes taking a real person (typically one you actually know) and sticking
them in a FRPG situation and thinking about how they would attempt to survive
it can give you some really cool characters.
My
best source of cultural or object ideas most often come from watching “brief”
shows. What I mean by that is those
shows that give you only a few minutes on each interesting thing. Mysteries of the Museum is great for this as
are many of the Youtube top ten lists.
Let’s face it; you’ve created a mythic world. Knowing everything about the Shroud of Turin
is not going to help you because that object would never fit in your world, but
hearing about mysterious stone spheres or an unexplainably large wolf in Russia
for a couple of minutes might spark an idea for you in your game world. The other good thing about these is that you
get hit by dozens of idea sparks in an hour, some good, some to be
ignored. In the end, you have a broad
pool to pull from and then make them your own.
I
seldom get mission sparks from external sources. This is one of the reasons I spend so much
time in these blogs talking about developing your world and understanding what
is going on in it. For me, while I am
working on some cultural aspect of a river town, the mission ideas just start
flowing. While I’m thinking about the
bridge, I wonder if they need some special zinc covered iron bolts, then I
think about where those would come from and who they would need to get them
past in order to bring them in. If the
travel isn’t dangerous are others trying to steal the technology? If I am trying to protect the town from
bandits or dragons, I often think first about whether the protection is valid
(will it work). If it will work, then
those bandits or that dragon are going to go somewhere else to make their
living and they will need adventurers to put them down. These are actually some pretty poor
examples. A better example was when I
was writing a blog post about zombies and how they work as monsters for
civilians and then came up with a whole campaign based on this. (Check it out here.)
For
ideas/sparks, quantity is more important than quality. Quality can come later. But this does work from a critical mass
perspective. The more you have figured
out in your world, the more you will be thinking about other things (either
that you haven’t figured out yet or brush against what you have done). More and more world details generate more
ideas. Stuck for some ideas - Re-read
your own notes on your world. Something
in there is going to stimulate the creative juices and get you moving forward.
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