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Illusionism: Where Do You Stand?
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<blockquote data-quote="pemerton" data-source="post: 9083348" data-attributes="member: 42582"><p>Even if it's Force, I don't really see the Illusion!</p><p></p><p>But I don't think rolling for treasure is a part of the resolution system for many RPGs. Even classic D&D allowed for GM-placed items; and Torchbearer (a contemporary game intended to support dungeon crawling, with reasonably extensive random treasure tables) says the following (Scholar's Guide, pp 141-2): </p><p></p><p style="margin-left: 20px">Once you’ve finished seeding the adventure with loot, flip through the pages of magical items in this book, but also recall the fantasy adventure stories you love. What type of material reward really stirs your soul? A wondrous lantern? A bed made of gold? A dragonslaying sword?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Succumb to your impish impulses and drop that puppy in this adventure - but bury it, hide it or make it extremely dangerous to acquire.</p><p></p><p>Placing items because they will be interesting to the players is like preparing situations so they will be interesting to the players. That's not illusionism, it's just GMing. (Of course not the only possible approach to GMing.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9083348, member: 42582"] Even if it's Force, I don't really see the Illusion! But I don't think rolling for treasure is a part of the resolution system for many RPGs. Even classic D&D allowed for GM-placed items; and Torchbearer (a contemporary game intended to support dungeon crawling, with reasonably extensive random treasure tables) says the following (Scholar's Guide, pp 141-2): [indent]Once you’ve finished seeding the adventure with loot, flip through the pages of magical items in this book, but also recall the fantasy adventure stories you love. What type of material reward really stirs your soul? A wondrous lantern? A bed made of gold? A dragonslaying sword? Succumb to your impish impulses and drop that puppy in this adventure - but bury it, hide it or make it extremely dangerous to acquire.[/indent] Placing items because they will be interesting to the players is like preparing situations so they will be interesting to the players. That's not illusionism, it's just GMing. (Of course not the only possible approach to GMing.) [/QUOTE]
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