You Are Never A Clone
I'm finding some great inspiration in the Old School Renaissance (OSR) movement. A few things I've seen stressed here and there that are great include: Kludge it until it's right - Don't just stick with the rules as written if the don't get what you're going for, mess with it a bit. World first, mechanics later (if necessary) - The mechanics provided are just to give a Player creativity first, character skills later (if necessary) - If the players have interesting ideas, don't force them to be constrained to their character's mental stats and training. If it seems remotely plausible, let it happen. If they're looking for something in a reasonable manner, let them find it. Let them solve puzzles rather than rolling to overcome them. A roll might notice something, but thorough searching can do the same, and actual thought will be necessary to overcome the problem. Skills later (if necessary) - Skill rolls can be saved for dramatically ...