One of my new favorite things to do is design D&D adventures in my free time. I had never played the game, or even thought about playing the game until about two months ago. One of my friend's friend actually got our group into it. I played a character one time and then became the group's GM. Since then I've created all of our adventures.
I quickly found out that creating the games actually helped my creative writing process. Creating a D&D adventure is a lot like creating a story, only at a faster level. You create the place, plot, and people that the characters will interact with, but also create the challenges that they will face. Creating the challenges is where the game helps my creative writing skills.
Designing challenges or "encounters," as they're called in D&D, requires balance, timing, and creativity. If you design an encounter that is too hard, the characters will die, and your story will end. If you design an encounter that is too easy, the characters breeze thru it and the story loses a bit of luster. Even though I'm a new GM I have been lucky enough to find good balance with the encounters I create. My encounters are hard enough where the group almost doesn't make it out alive, and it usually comes down to a last ditch effort to defeat the encounter.
My group of friends are probably pretty close to the worst D&D players ever. They literally will attack any NPC (non-playable character) they come across, to the point I have to put in things to protect certain NPCs from being attacked. My group can't grasp the term subtlety even if a door with the word "subtlety" scrawled across it, slammed into them repeatedly saying, "the door is trying to kill you." This means that if I tell them for example, "You sense this creature is immune to most magic, and it's power level is far beyond anything you've ever faced," they would still try to attack it. And when their attacks had no impact, and the creature then roared back and killed one of them in one shot, they'd look at me and go, "what the hell?" (This has happened.)
So, when I create encounters, I have to design them with all of this in mind. This really stimulates my creative process and I can come up with some great ideas. This helps unlock story ideas for my creative works as it allows me to look at situations and ideas differently. I might as well tell you about one of the games I ran last week where I used this technique. I created a one shot mission, entitled, "The Fearmonger." In the mission the players were tasked with finding and killing an evil illusionist that lived in a tainted forest. I skipped over letting them talk to anyone in the town. (The game would never have gotten started because they would have burned it down...) I plopped them right in the middle of the forest at night and threw an encounter at them right away.
In the encounter, a deer, happens to wander into their path. Except, this was no deer. I describe the deer as being as black as night, having blank pupils, and that wisps of smoke seem to be coming from it. Now, most players would realize that this was no ordinary deer and would likely try to find out if some kind of magic was responsible for it. Not, my party. They just go ahead and attack it. (See what I mean?) The deer, since its not really a deer, explodes into a bunch of black masses that take on the shape of a murder of crows. The crows fly thru the party and I make the party take a wisdom check. The one's that fail receive an insanity counter. This is how I dealt with their hack and slash tendencies.
As the game went on, each player accumulated insanity counters, and with each insanity encounter there was an effect. Players either had their wisdom attribute lowered, gained disadvantage on wisdom saves, or worse. So, about half way thru the game, someone of course had to do something stupid. Since he was craziest at the time, my friend decided to burn some bodies of kidnapped townspeople who the group believed to be zombies and had butchered, thanks to a powerful illusion that was put on them. Well, one of the players felt that it was too much and decided to try to restrain him. All hell broke loose. However, it fit the story perfectly. He ended up being naked, knocked out, and tied to a sled for most of the game. In the end they completed the mission and "killed" the Fearmonger.
Now did the game go perfectly? No. My friends will never play the game the way it is supposed to be played. This gives me a rather hard challenge to bring the game to their level and at the same time make it fun for me to run. This is probably the first adventure where I actually had fun as the GM. While the players never put two and two together that they were living in an illusion created by the Fearmonger, I still had fun messing with them and I believe most of them had fun participating in it.
I don't really have a process when I think of story ideas, but I tend to find inspiration in a lot of weird places. This is just one of the new ones.