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Illusionism: Where Do You Stand?
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<blockquote data-quote="TheSword" data-source="post: 9083324" data-attributes="member: 6879661"><p>I think that is a totally valid style of play.</p><p></p><p>My players - and me - demand a little more <em>content</em> than that. In the same way people think AI trained off AI work could collapse, adventuring based entirely off players actions independent of a strong idea of what is going on independently of the PCs can (in some cases) feel like make-work, time wasting or stalling. We feel there is a space for it, but it isn’t the basis of a campaign.</p><p></p><p>The kinds of story’s told can move towards the domestic or the routine. If that floats your boat then great. For me it isn’t enough.</p><p></p><p>I see that there are many benefits to improvised campaigns - the PCs are the center of attention, players have more freedom to go where they choose etc. A substantial problem with this is that they can feel more ephemeral and less real than campaigns with more pre-planned structure. If there is a sense that things aren’t fixed in some cases Agency feels diminished. It’s a bit like the machine in Rick & Morty that only generates the 100 feet ahead and 100 feet behind the PCs. The more fixed points of certainty in the campaign the more I tend to enjoy it.</p><p></p><p>It’s probably because I have this completionist streak in me, that wants to finish something rather than just pass the time in the happy company of my friends. (I do that as well but the first bit is an important part for me). probably also the reason I really loath procedurally generated quests in computer games like Assassins Creed Odyssey, they are like nails on a chalk board to me.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9083324, member: 6879661"] I think that is a totally valid style of play. My players - and me - demand a little more [I]content[/I] than that. In the same way people think AI trained off AI work could collapse, adventuring based entirely off players actions independent of a strong idea of what is going on independently of the PCs can (in some cases) feel like make-work, time wasting or stalling. We feel there is a space for it, but it isn’t the basis of a campaign. The kinds of story’s told can move towards the domestic or the routine. If that floats your boat then great. For me it isn’t enough. I see that there are many benefits to improvised campaigns - the PCs are the center of attention, players have more freedom to go where they choose etc. A substantial problem with this is that they can feel more ephemeral and less real than campaigns with more pre-planned structure. If there is a sense that things aren’t fixed in some cases Agency feels diminished. It’s a bit like the machine in Rick & Morty that only generates the 100 feet ahead and 100 feet behind the PCs. The more fixed points of certainty in the campaign the more I tend to enjoy it. It’s probably because I have this completionist streak in me, that wants to finish something rather than just pass the time in the happy company of my friends. (I do that as well but the first bit is an important part for me). probably also the reason I really loath procedurally generated quests in computer games like Assassins Creed Odyssey, they are like nails on a chalk board to me. [/QUOTE]
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