It is hard to believe that the role playing game hobby is now over 44 years old. Harder still to believe that I have been along for the ride for around 37 years. In all of this time, the outpouring of creative genius has been every day increasing at an exponential rate. It’s got to be nearly impossible to have enough shelving for all the games and their editions, plus adventures, maps, art, and other related works. In all of this, it is rather easy to believe that all of the ideas have been taken and that all of the available content makes the production of new stuff futile at best.
Against this bleak outlook, however, rise the continuing stream of new rules sets to learn, new worlds to explore, new art to marvel at. Even the products which are avowedly inspired in part or altogether are wonderful new perceptions of the old games they are based upon.
And then, of course, there is commentary, most of which is far better than mine. Commentary is the mirror in which we can examine the game from the outside, as well as the jump off for appreciating the quality of the games and the hobby on the whole.
Permission to Suck
I’m not sure where I first found this concept, but when I can keep it mind, I have the power to do anything. In this case as long as I have permission to do badly, to write poorly,to draw awfully, there’s the chance that I might create something wonderful. At least passable, anyhow. Without the leeway it gives, I find I am stuck in the trap expressed so well in the old expression “The Perfect is the enemy of the Good.”
And so, even though it has all been done before, I will find my inspiration and pursue my mediocrity among so many that have gone before. I will draw my maps and monsters, I will write my trite plots and insipid fiction, and I will engineer my ridiculous rules. And so should you, if you feel so inclined.