Unconventional Uses of Abilities
Introduction: Boy oh boy, it's theoryposting time again
What are the strengths of TTRPGs above video games? Video games are flashier, they are faster, and they don't need a bunch of people to play with. I'd say that it's the infinite possibilies, constrained only by your gurgling, a black liquid escapes from the mouth IMAGINATION! Thus, I believe that when designing our games we should permit for more uses of created abilities, as well as foster creativity among our players.
Why should we care that much about creativity?: And then he theoryposted all over the place.
All humans are naturally creative, to some extent. It's what separates us from being two-legged pigs. We have a natural need to release our creativity, and one of the methods that we can use are TTRPGs. It brings great happiness to a player, once their plan works out. It is a great joy to use tools you are given in novel ways. It also helps you GM, paradoxically! That is because, once your players get creative around your obstacles, you may find that you don't need to create a story for them anymore - they will create their own. Thus, it will push you into the role of a referee, who will play the role of consequences of your player's actions. Once they become pro-active, following their goals, the story will basically create itself.
How to reward creativity?
In short - say "yes, but" unless something is absolutely unreasonable. If your players want to use a spell in a strange new way, if they want to flood an area before they explore it, if they buy a barrel of sulphur so that they may set it on fire in front of a place where their enemies may be hiding. Let them. Just take the consequences of their actions to their rational conclusions - that will make for a much more rewarding game than "go to place, kill monster, take stuff, repeat". This is also how we used to play in ye olde days!
What not to do?
In short - don't do what D&D 5e does. Seriously. Never say "Spells only do what is in their description", or you get such ridiculous cases as "Greese is imflammable, but you can't also use it to put out fires - neither is in the rules". Don't try to have rules for anything that may happen before it happens - in doing so, you will stop people from coming up with new solutions. Don't create problems with a ready solution - create open-ended ones instead, so that your players may create solutions themselves. Don't punish creativity - if your players find a way to bypass a part of your world, an encounter or a whole area, good for them! Don't try to force them "back on track".
Ending: And everyone clapped
I know my words are rambling, and I created nothing new here. Even so, I hope that it helped/convinced at least one person. I'm sorry for the quality.