Admit it? You should brag about it. I, for one, feel like every new game should be an opportunity to drag in anything and everything fun I've picked up along the way elsewhere, however I can twist and tweak it to suit.
I have spent much of the day re-acquainting myself for the first time in several years with Sorcerer, Sorcerer & Sword, and The Sorcerer's Soul, and developing an itch that's just unimaginable in terms of brain spewing out possible concepts.
One of my chief issues with forum games is that often there's little focus on the players to meshing their characters into some sort of whole via interrelations, and inevitably this leads to GMs who feel that they have to set up some sort of a meet-n-greet scenario, and often this scenario ends up being framed in a fashion which one or more PCs have difficulty picturing their characters responding to, and the whole shebang falls apart before ten IC posts have occurred.
Sorcerer seems to scream for the alternate approach, where the GM says 'Here's my setting.' and the players look over it for a few minutes, and then it begins.
"That bit over there in the corner? Yeah. My character has just kicked that over and is currently enmeshed in a brawl with the guards, and apparently there just aren't enough of them, because he's winning."
"There aren't enough of them because most of them have responded to the fire my character set over here, which has nothing to do with planning to help out that other guy, it just looked particularly flammable from my character's perspective."
"You go ahead and deal with those two. While you're doing that, my character is going to be quietly going through the audience, rifling their pockets for loose change."
Or as one of my fellow players in a rather different RPG once said, "Y'all got a right purty town here. Be a shame if something happened to it."
Player agency is antithetical to an awful lot of gamers. And to an awful lot of GMs, too. Instead of going 'Whoa, it's on fire.' and fanning the flames in a direction that will make for maximum climactic events, you see a lot of GMs suddenly forgetting what they are doing and starting to play whack-a-mole.
At its most dramatic, this ends up with the teleport-railroad, where if a PC goes off the charted path, the GM literally has forces-beyond-PC-reckoning chuck the character back to where the GM wants them. And there are people who like that.
I now have a character kicking around in my head. I'm not sure if Sorcerer can handle it, because one of the concepts that attached itself to my backbrain before I got heavily into reading the game, was that the character is kind of stuck with their initial demon. There is no "easy out" of banishing it. It's not an original idea...For cying out loud, Sorcerer cites Elric and Bloodstone left and right. There's probably a way to sort-of-arrange that sort of situation in Sorcerer by setting up specific levels of PC Will and Lore vs. Demonic Power, but I'm not grokking the numbers enough to see it. Hmmmmm.
Odds are I will have to modify the character a bit to suit the mechanic, though. That's doable. But I have to say, today's reading has really churned my creativity to an almost disturbingly productive froth.