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<blockquote data-quote="ilgatto" data-source="post: 8974858" data-attributes="member: 86051"><p>Well, I've never heard of the term "illusionism" but I do like to offer players a game choice that appears to matter but which does not in fact matter as to whatever goal they think they need to achieve. </p><p>However, I do not do this to railroad the party or otherwise take away their agency. Rather, I use all manner of agents and ways to present them with information that is either true in and of itself but not necessarily essential for their goal, or believed to be true by the one who delivers the information. Thus, the players remain free to decide on their course of action, based on the information they have, even though only some of that information may actually be "true".</p><p>Now, the trick to using this tactic without the party getting angry if and when they find out that they've "been had" is to use what I suppose you call "layered illusionism" - <em>i.e.,</em> that the discovery that they've been had actually leads to a piece of important (and true) information relevant to achieving their goal they didn't have earlier.</p><p>While this may sound complicated, I usually find it not to be that hard, especially since players tend to be quite at good at making themselves believe things when they are discussing events and ideas. A nod here, a look there, a raised eyebrow will often serve quite nicely. No agency taken.</p></blockquote><p></p>
[QUOTE="ilgatto, post: 8974858, member: 86051"] Well, I've never heard of the term "illusionism" but I do like to offer players a game choice that appears to matter but which does not in fact matter as to whatever goal they think they need to achieve. However, I do not do this to railroad the party or otherwise take away their agency. Rather, I use all manner of agents and ways to present them with information that is either true in and of itself but not necessarily essential for their goal, or believed to be true by the one who delivers the information. Thus, the players remain free to decide on their course of action, based on the information they have, even though only some of that information may actually be "true". Now, the trick to using this tactic without the party getting angry if and when they find out that they've "been had" is to use what I suppose you call "layered illusionism" - [I]i.e.,[/I] that the discovery that they've been had actually leads to a piece of important (and true) information relevant to achieving their goal they didn't have earlier. While this may sound complicated, I usually find it not to be that hard, especially since players tend to be quite at good at making themselves believe things when they are discussing events and ideas. A nod here, a look there, a raised eyebrow will often serve quite nicely. No agency taken. [/QUOTE]
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