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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Manbearcat" data-source="post: 7559819" data-attributes="member: 6696971"><p>So Illusionism then?</p><p></p><p>A couple thoughts.</p><p></p><p>1) I’ve brought up GM covert application of Force (to dictate GM preferred outcomes, to ensure GM plot and GM preferred play trajectory) many times on these boards. I’ve been told many times that the deployment of Illusionism isn’t a go-to in certain forms of GMing (in particular, the AD&D 2e style that emerged around Dragonlance and matured with White Wolf). Yet, I constantly see it being espoused as fundamental either knowingly or unknowingly (eg; we get a play excerpt or example that has it on full display).</p><p></p><p>2) I think you’ll find it more controversial than you may be aware of.</p><p></p><p>3) I’m beginning to understand your difficulty internalizing PbtA games. Illusionism, “steering”, and GM preconceived plot are quite literally anathema to the ruleset, it’s play agenda, and it’s GMing principles. Those game systems are literally an answer to the question “how do we get an exciting, premise-focused, freeform TTRPGing experience where all participants at the table can play to find our what happens?”</p><p></p><p>If you’re working off the conception that such a goal isn’t possible (I’m not sure you are, but I expect you may be), it’s going to be all but impossible to get your head around the games’ machinery. Or until you play it with folks who don’t share your predisposition.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7559819, member: 6696971"] So Illusionism then? A couple thoughts. 1) I’ve brought up GM covert application of Force (to dictate GM preferred outcomes, to ensure GM plot and GM preferred play trajectory) many times on these boards. I’ve been told many times that the deployment of Illusionism isn’t a go-to in certain forms of GMing (in particular, the AD&D 2e style that emerged around Dragonlance and matured with White Wolf). Yet, I constantly see it being espoused as fundamental either knowingly or unknowingly (eg; we get a play excerpt or example that has it on full display). 2) I think you’ll find it more controversial than you may be aware of. 3) I’m beginning to understand your difficulty internalizing PbtA games. Illusionism, “steering”, and GM preconceived plot are quite literally anathema to the ruleset, it’s play agenda, and it’s GMing principles. Those game systems are literally an answer to the question “how do we get an exciting, premise-focused, freeform TTRPGing experience where all participants at the table can play to find our what happens?” If you’re working off the conception that such a goal isn’t possible (I’m not sure you are, but I expect you may be), it’s going to be all but impossible to get your head around the games’ machinery. Or until you play it with folks who don’t share your predisposition. [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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