Quote:
Originally Posted by Chris Rice
This has very little to do with the player's creativity. It has to do with the GMs capacity and willingness to house rule things as needed, plus the player's skill at wheedling or fast-talking the GM.
What you mention above is actually the ultimate in creativity.
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Fairly adjudicating disputes is not creativity, nor is persuasion. Inventing a subsystem to resolve a dispute can be creativity, but it doesn't have a lot to do with roleplaying (which is why many RPGs have atrocious task resolution systems). There certainly is creativity in RPGs, but it's not generally in the action resolution system, it's in choosing the action in the first place.
In any case, RPGs are not just about creativity; they're a hybrid of creativity and game. If you eliminate the game elements, you've got improv theater or collaborative storytelling, both of which are perfectly fine activities but ones in which you don't want to use
any RPG rule set.