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File: yukari.jpg (152 KB, 850x1217)
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I steal a lot of ideas and plot points from TV shows and books. My players are normalfags that don't consume anything that isn't current and popular, so they don't know how much I steal. The few times they actually caught on, they were fine with it.
I'm just worried I am creating a bad habit. I have tons of original ideas as well, but I'm very demotivated, since a lot of adventures fell through for one reason or another and I had to come up with brand new concepts every time, so I have been stealing a lot more recently.
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>>97817067
I don't aim for originality, because there's no such thing. This is down to how inspiration and innovation works, there is always a deeper root connected to what was produced.
For instance, the first successful flying machine was indeed the first of its kind, but its aspects were firmly rooted in concepts that already existed for millennia before a human even laid eyes on a bird or spinning seed.

I just combine ideas I like with gameplay mechanics I like in ways I either haven't seen before or have seen very little of, and would enjoy playing with.
Getting bent out of shape about something that isn't even achievable isn't productive to any degree.
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>>97817067
Very little. Most people don't care about your original ideas or imaginary world. They say they do, to be polite, or maybe to delude themselves... but at the end of the day consumer habits show that the vast majority of people gravitate towards known tropes and archetypes. Nobody gives a shit about how or why your elves are different, when they hear "elf" they imagine something from D&D or Tolkien.

If you ever want to run a game instead of just mentally masturbating over a book you're never going to write, just lean into generic tropes and archetypes. It makes onboarding everyone and getting to the actual game alot easier.
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>>97817067
In my experience, getting hung up on originality is a fool's errand because there's a good chance that you've read, watched, and absorbed a ton of stuff that your players haven't. They aren't going to figure out that you pulled an NPC from that dating sim you played 10 years ago or whatever. If they figure out your plot from the clues you've given them in game, that usually means you did something right, not that your ideas weren't original enough.
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>>97817067
Completely irrelevant. If I make a setting/campaign/system/whatever, its because I want to play in it, not because I'm scared of being called a fraud by the people I run shit for.
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>>97817067
If i'm not plugging in prewritten material, then everything I make myself is original.
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>>97817067
Originality is a meme. Everything has been done before. I steal from shit I like, tweak it a bit to give it my own spin and fit it into the setting or system, and go from there. I just make stuff I think is cool and roll with it.
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>>97817675
>then everything I make myself is original
Pleaee describe something you've made.
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>>97817708
>Pleaee
Wow, I try to be polite, and I make that faggot-ass typo.
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"I've never seen this" ≠ original
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>>97817711
This a "everything under the sun has been done" sort of thing? I just make stuff myself, like a town obsessed with a well, Timmy fell down it and died a while back and his spirit is haunting the town and charming the villagers.
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>>97817754
It's addressing what original is, an origin point. I could make a can myself, that wouldn't make it original. The ideas and construction of it came from [other][origins].



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