Raven Crowking
First Post
I give up.
That is too bad....I think that there are quite a few posters who have been capable of following your reasoning. And who have appreciated it.
RC
I give up.
Celebrim, this is a very robust definition you've built here.
Perhaps you can explain it to me then, Hussar, since Celeberim has apparently given up. Perhaps it's a result of us talking past one another, I'm not sure.If I'm understanding things correctly, there's a spectrum of illusionism. At one end, you create a scenario (or whatever) completely independently from the players and make absolutely no adjustments, either before or during play, to accomodate that scenario to the players. If you were to pick up a module, run it verbatim without any regard for the characters the players have created, this would be an example of zero illusionism.
Perhaps you can explain it to me then, Hussar, since Celeberim has apparently given up. Perhaps it's a result of us talking past one another, I'm not sure.
In the example I had given, I prepared an adventure ahead of time. In my mind, of course, I am preparing it specifically for the players involved, since that's what I do as DM. I gathered from Celebrim's responses that so long as I don't change this adventure after it's been prepared, there is no illusionism.
This is similar to your example above, except of course that the adventure was designed for the players. And that may be where my confusion lies, in that Celebrim and I have different assumptions about what I'm suggesting.
If your summary of his definition is correct, then his definition is rather different from the definition that The Shaman linked to that started this whole thing off, here. That definition involves creating the illusion of choice, wherein regardless of what the players choose, they end up in the same place. Perhaps that's why I'm confused, because I keep trying to link his definition back to this one.
Okay, if that's what he means, then I understand that. I think that has little relevance to my comment that started this discussion off, though.If I'm reading Celebrim correctly, the illusionism in designing things specifically for the PCs is it validates their choices. It protects them from their choices of character classes, feats, weapons of preference, or even timing of entering the encounter area at a level much lower than the challenge being particularly poor or something the DM doesn't want the consequences to be. While they may choose to be a ragtag group of second-stringers, by building for the party, you've made the choices to be hard-luck charcters illusory by choosing for them to be able to handle the challenges with some expectation of competence.
Indeed, it is quite a stretch. It would also explain why he perceives that some people get upset when their methods are referred to as illusionism, since they may be using the strict definition presented in the blog, where you take choice away from the players.It feels like a bit of a stretch when you compare it with the more clear smoke and mirrors of putting the DM's choice of encounters before the PCs no matter where they go. But I think that's what he's getting at.
It feels like a bit of a stretch when you compare it with the more clear smoke and mirrors of putting the DM's choice of encounters before the PCs no matter where they go.
How so?No, it's the exact same trick.
Agreed.A key point at which prepared material becomes a plot is once you, the GM, imagine it interacting with the PCs in some way.
For reference, here is 5E's comment I referred to in my post upthread:I think that has little relevance to my comment that started this discussion off, though.
I don't think you can be a very effective DM if you can't improvise. The key to me is always listening to what the players are saying, even if it's just to each other when they assume you're not listening. They'll usually give you clues as to what they expect, and then you can decide if that's what they'll get, or if you think the complete opposite might be better you go for that. Or if you have a flash of brilliance you can subvert what they expect and make it all the more awesome.
Players are great sources of ideas, even when they don't realize they're giving you ideas.
Edit: This applies for planned encounters or events as well. If the players come up with something spontaneously which sounds better than what you had planned, you should consider improvising to change what you had planned to something closer to their idea.
This seems to move the definition of illusionism beyond "DM actions which invalidate or remove meaningful player choice" and closer to "anything that fulfills a player's desires". Lucking into the vorpal sword Tom always wanted doesn't appear, to me, at least, to deny Tom a meaningful choice, ergo, I wouldn't call it illusionism.But yes, dropping a particular treasure that you know one of your players covet because he covets it is a form of illusionism.