RPGs are ... Role Playing Games

Now, imagine instead, after about twenty or thirty minutes of empty rooms, the DM sees that they are coming up to yet another empty room. Quickly scanning the adventure, he switches the empty room for the similarly sized room full of giant rats. Again, hard illusionism. The players didn't choose that room. They in fact, chose a totally different room.

And, probably the right thing to do.

Which brings us back to the Door of Doom example. While I agree that this could be a very bad thing, it could be exactly like the situation above. The game is dragging, energy is low, enthusiasm is low, and the DM moves the Door of Doom to spice things up.

Totally hard illusionism, I think. But, probably justifiable.

I would generally agree, however, I'd like to suggest that there is an even better technique. Prior to the adventure remove the empty rooms from the map, thereby creating a world without empty rooms. In this way, when you play the game, you remove the need to resort to hard illusionism.

This by the way is a soft illusionism technique.

Any honest attempt at simulation suggests that there is going to be alot of uninteresting space in the world. The module B1, as a very early module and grounded in the early simulation mindset of D&D (and early RPGs generally), may well have been designed with the empty spaces for this exact reason - empty spaces where there isn't something particularly interesting are very realistic. However, what this realistic simulation technique implies is that there is a risk that a random walk through the setting will result in boredom. In fact, the designer of B1 has inadvertantly created a sparsely populated rowboat setting. You can go whereever you want (usually at great effort) but there is no gaurantee that you'll actually get anywhere.

Since this is generally not alot of fun for the GM either, the experienced GM - who learns to hate empty rooms with a passion exceeding that of the players, because really, describing empty rooms suck - starts removing them from his world, both within the dungeon and the metaphorical empty rooms without. The result is either, depending on the inclinations of the GM, an adventure path setting (linear), or a more densely populated version of a rowboat setting - aka a sandbox (non-linear).

In actuality, these two things represent playable ideals and most GMs mix and match between them at various stages in the career of the PC's, a technique I've seen elsewhere described as 'narrow-broad-narrow', as PC's move back and forth between adventure paths (of various lengths) and sandboxes (of various sizes) without alot of consideration for the purity of their techniques. In my opinion, the main advantage of this from the standpoint of entertaining your players is that it allows the GM to manage a mixed group of players who have different tastes. Some players may relish the freedom of a sandbox, while some other players may detest it. If you have both players at your table, you can entertain both by having short linear stretches and small sandboxes. At various times, the individual player isn't getting exactly what he wants, but knows that if he applies himself to the less interesting stretch of play then he'll soon be back to his favorite. Players in this way tend to get more rounded in thier tastes as well, better enjoying the alternative style of play and the merits of it. If you have a player who has done nothing but sandboxes his whole career, he's likely to rebel at the lack of freedom he discerns in your adventure path and complain of being 'dragged around'. If you have a player who has done nothing but adventure paths, he's likely to complain of the lack of direction if you drop him in a large sandbox. The player feed a mixed diet will more likely be happy in both.
 

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Now, let's move back a second and look at the big picture.

Someone reading this thread may be inclined to think I've hijacked it and gone off on a tangent that is completely off topic.

I don't believe that is the case. I believe I've brought the discussion back to place that is very relevant to the original poster's point.

Role Playing Games are Role Playing Games. The discussion we've been having about creating good RPG literature has no real parallel in the creation of any form of non-gaming literature. You can't really have hard illusionism in a novel, because the words are fixed on the page and do not move in response to the reader's perception of those words. You wouldn't try to teach someone about writing novels or screenplays by explaining illusionism, adventure paths, sandboxes, and narrow-broad-narrow. This is entirely a discussion relevant to RPGs and not really to anything else.

My basic complaint against the OP is that he wasn't very careful in composing his list. A more carefully constructed list might have seen me being one of his defenders right from the start, because the point he seems to be wanting to make after composing the list - "we need to treat role playing games as such" - is one I very much agree with. I think we still are muddling around a bit when it comes to good RPG and module writing techniques. I think our efforts still resemble those of the early novelists who were uncertain of the worth and legitimacy of their chosen literary form, and who lacked clear models of how to be novelists because no one had ever done it before. I think the best of our RPGs and stories for them resemble something like 'Moby Dick', with its constant dithering over whether it is a screen play, a natural history, or a travelogue, and ultimately being a rather thin (but memorable) novel. I look at something like the DL series, and see the same blend of genius and confusion. I read so many modules where I believe the author could make the adventure he's described interesting, and some DMs might be able to stumble into it by some combination of luck and insight, but where the writer has failed to actually describe how to do so. We are still moving somewhat blindly as creators of this artform called 'the role-playing game'.
 

So...er...given this - and a few other examples I've seen over time that from what I can tell take a fun hobby and turn it into Serious Business - why are we paying any attention at all to what this 'Forge' (whatever it is) has to say? Would we be better off just ignoring it completely and getting on with our games?

Lan-"I don't know what the "thematically-significant" decisions for my group are either"-efan

I think it's helpful - because it tells us only to look at the people who are actually playing instead of some guidelines in the stars. What is Illusionism? That depends on the people playing. (About as far away as "You're playing wrong" as you can get, in my opinion.)

I will bet that you know what the "thematically-significant" decisions that you make are. I'd have to hear a report of how you actually play, but I don't think it would be that hard: what are the important decisions in your game? Why do you play? Those are what matters.
 

You can't really have hard illusionism in a novel, because the words are fixed on the page and do not move in response to the reader's perception of those words.
The prevalence of coincidence in adventure fiction? The hero is wandering in the wilderness and just happens to find a lost city of the ancients or whatever. For example in X-Men #148, Cyclops and his girlfriend have been shipwrecked and just happen to find a R'lyeh style risen city. And Magneto's living there, how could he not be?
 

The prevalence of coincidence in adventure fiction? The hero is wandering in the wilderness and just happens to find a lost city of the ancients or whatever. For example in X-Men #148, Cyclops and his girlfriend have been shipwrecked and just happen to find a R'lyeh style risen city. And Magneto's living there, how could he not be?
The author doing it to the characters. Just once, would be nice if one broke the fourth wall and said to the reader "I don't shaggin' believe this! Did that seem like a very contrived coincidence to you, too?"
 

The author doing it to the characters. Just once, would be nice if one broke the fourth wall and said to the reader "I don't shaggin' believe this! Did that seem like a very contrived coincidence to you, too?"

LOL

But, that's the point. We don't. We continue to read X-Men (or at least some of us do). We KNOW when we pick up a mystery novel that by the end, whodunnit will be revealed.

Yet, despite this, the Mystery Genre is alive and well. We don't want to break the fourth wall. In fact, most people are more than willing to accept incredible contrivances in the service of a good story. We are thrilled when the pit is full of snakes, despite the illogic of it. That sort of thing.
 

When players make meaningful choices, there is no illusionism. A game that does not rob players of those choices does not have illusionism.
It partly depends on what counts as "meaningful". In his earlier post, Celebrim suggests that a roads-to-Rome approach (ie a certain confrontation will take place, although prior play may affect context, difficulty etc) is illusionistic. But Robin Laws expressly suggests roads-to-Rome in the HeroQuest 2e rulebook, and Ron Edwards, in his simulationist essay, identifies non-roads-to-Rome as hardcore purist for system (with reference to the DC Heroes rulebook).

To give a concrete example: if a player puts identifies a certain conflict as crucial to his/her PC (eg one of the players in my current game is playing a Drow worshipper of Correllon whose goal is to reunite the sundered Elven family) then it is not illusionistic of me to be keeping in mind that at some stage in the game - I imagine at Epic Tier - some sort of conflict involving the Feywild and/or Lolth will take place. By putting that goal into his PC description, the player has made the meaningful choice, and is relying on me as GM to use narrative logic rather than ingame causal logic to make it happen.

Illusionsim is when players think they are making choices but in reality the outcome of those choices have been pre-determined by another player.
Right. So if the player of the Drow changes his goal, or chooses to squib at the crunch-point, then that has to be taken account of.

Did you tell the players that you only put mind flayers in the dungeon because one of them suggested it? If you didn't, then that's the heart and soul of illusionism.
I don't think this is quite right. After all, by putting in mind flayers rather than some other random thing what choice of the players was vitiated? Fifth Element hasn't told us enough about his game for that question to be answered.

In a Lewis Pulsifer-style hardcore dungeon crawl, where decisions about scouting, resource management etc are crucial, then changing room descriptions from whatevers to mind flayers vitiates player choices and renders the game illusionistic. But I'm pretty sure from his posting history that Fifth Element is not running that sort of game.

That's not to say that the decision was not illusionistic (ie vitiating choice by creating a mere illusion of choice). We simply don't know enough about the details and context of Fifth Element's play to characterise it one way or the other.

certain kinds of scenarios are hard to run without some degree of illusionism, and a small amount of illusionism can provide alot of structure to a sandbox without significantly harming player agency (provided its being provided in fistfulls elsewhere).
If the DM reveals how the trick works, it not only loses its magic but in some cases reveals that the DM has broken an implicit social contract. The gamist at the table is playing to win. If its revealed that the DM gave him the win (or made the win harder than it should have been), that's a violation of social contract.

<snip>

If you would have no problem revealing to the player the trick and the player would not be disappointed to learn the trick, then its probably not illusionism.
These look to me like descriptions of the use of illusionism to turn a game that might otherwise be either purist-for-system (pure simulationist sandbox) or straightforward gamist (pure Pulsiferian megadungeon) into something with at least a hint of, if not a heavy does of, high concept flavour. I think that you (ie Celebrim) are right to think this is a pretty mainstream way of playing RPGs. For what it's worth, on this point you're also in agreement with Ron Edwards.

The problem with illusionism is that its always a form of deception. It doesn't work in the intended way if the players see through the deception.
Where is the deception in Fifth Element's example? Without more information about the context and details of play, I'm not seeing it. Equally, roads-to-Rome needn't involve deception. When my player of the Drow PC eventually ends up confronting Lolth on the Feywild (or however it plays out) there won't be any deception involved - he'll know that it's happening because he built it into the game from the moment his PC hit the table!

Running an adventure, the players get stuck at a point. They have analysis paralysis, or just fixate on one thing, or whatever, but, in any case wind up spending far too much time navel gazing and the game is dragging.

We've likely all run into this from time to time.

The Dm looks down, and immedietely blows something up. Not literally of course - it could be a "random" encounter, it could be an NPC popping up, it could actually be a large explosion nearby - just to get the action rolling again.

This, to me, would be hard illusionism.
That's definitely scene-framing, but why is it illusionism? Where is the deceit? The vitiating of choices?

When is the adventure set, such that any future change may be called illusionism?
I think this depends on the sort of game you're running. In a Lewis Puslifer-style game, the adventure was set as soon as the dungeon level was designed and the PCs entered it, and chose whether or not to scout ahead with Detect Evil, Wizard Eye etc. After that point, any changes are illusionistic unless some ingame rationale is applied (eg the trolls got bored and swapped houses with the ogres - in this case, the PCs should be able to pick up rumours of the ogre/troll houseswap at the local monster real-estate rumour mill).

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.

<snip>

I mean, where else should he be? He's a fictional character, after all, in a fictional world. He should be where I need him. Which is in front of the PC's, offering them a choice, a deal that sounds too good to be true. Because that's where the interesting and meaningful choice lies. It would certainly be bad form if, after introducing him, I conspired to force the players to work for Patron X. Luckily, I wouldn't do that.
Agreed. It's not illusionism to prefer narrative logic over ingame causal logic.

Most players are happy with, "Alright! The DM gave me the sword I always wanted."

However, some players will focus on, "Alright. The DM gave me the sword I always wanted."
And without more, this has nothing to do with illusionism. It's about gamism (of a sort) vs either high concept or narrativism (which of the latter two would depend on the relative power of game texts, GM, player etc in leading to the PC finding the sword).

I just recently place a magic item in my 4e game after a player sent me an email stating that the item is key to his build. I followed the encounter and reward guidelines in doing so (ie it is part of the treasure parcels appropriate to a 7th level party). That's not illusionism. There's no deceit, nor vitiation of player choice. Sure, it's not simulationist play, nor a certain sort of gamist play (mind you, the PCs still had to kill the hobgoblin to loot his boots!). But that's all orthogonal to the illusionism point.

But what is the significant difference? Scale of course, but, besides that. In both cases, you have changed the game purely out of a sense of aesthetics. You have taken upon yourself to alter the parameters under which the players operate and have not informed them of this fact.
That's called playing the game in a non-simulationist, non-gamist way. But not all metagame motivations (in this case, narrative logic over ingame physical logic) are illusionist. The GM using his/her power to frame a scene is not illusionism, assuming that the players have willingly ceded that power and the scene-framing doesn't vitiate prior choices (and in Mallus's example it doesn't).

If you go down Celebrim's path, you won't be able to describe the difference between playing the worst 2nd ed AD&D railroad, and playing No Myth style (which Mallus has given examples of - the world is only designed by the GM as the PCs move through it, and is built up on the basis of narrative logic) or playing My Life With Master (which has a guaranteed end game built into the rules) - they're just different degrees of illusion. And that way madness lies!
 

The setting/world and the character's place in it also dictates a lot about how much scope there is for different styles of play and GMing as well.

Some settings/teams lend more towards sandboxes or linear adventures or train trips or combinations of these than others do. And each is appropriate in their place.

Consider the differences between a fantasy Middle Earth setting where the players can be random adventurers seeking fortune where they find it (something that has occurred very rarely in real life and usually outside the boundary of known "civilisation") compared with a more realistic Medieval setting where the players are constrained by laws and their place in society. Or a Traveller campaign with thousands of different worlds with different law levels and technologies. Or a Cyberpunk dystopia or lawless freebooters on the high seas.

All those settings vary the scope of the game and the concept behind the team also plays a part. In a Traveller campaign, there would be a difference in the styles of adventure between the crew of an independent Free Trader and the crew of an Imperial Police Cruiser.

The former would have a lot more player-driven freedom in a sandbox setting, deciding where to go to ply their trade - constrained only by their jump engines, fuel and money - while the latter would be more likely to be responding to scenarios dreamed up by the GM - more linear train trips. "OK, there's a Vargr Corsair operating in sector ZZ-nine-plural-Z-alpha. Go and deal with it."

And then there's the scope for mixing - the players are buzzing around in the sandbox and elect to chase up a plot hook dangled by the GM, which sets them on a course, a train trip, that they may be able to abandon if they desire (or not: once you have that tiger by the tail...) but in order to resolve it, they have to run the gauntlet.

All styles of play are possible in any setting, given the appropriate team, but some settings seem to lend themselves more easily to some styles than others do.

It's far easier to play sandbox style in freer, looser universes than in ones where there are rigid laws or social constraints in place.

A Traveller campaign in which I played, we were a Free Trader crew, we looked at what we could buy on any given world and what nearby systems had a market for it and travelled accordingly, having various adventures along the way.

Interestingly, The GM was quite upset that we didn't elect to go to a particular world (where he had an unpleasant surprise waiting) but instead elected to go to another world where we could buy something that would make us a bigger profit than whatever was on that other world. One of the players, when it was revealed why the GM wanted us to go to that world, deemed him to be a "unimaginative GM" for not forcing us to go to that world by claiming we'd rolled a "misjump" - the player advocated blatant Illusionism!

Contrariwise, we played a number of AD&D games in which the adventures were a series of train trips - you went into the dungeon or cave system and you kept going until you'd killed all the monsters, gotten all the boodle and achieved whatever goals were in place. Then you came out again all levelled up and hit the next dungeon/cave system - in which all the monsters were (surprise, surprise) at an appropriate level to be a challenge to the party...

The GM wrote modules in which we would meet certain challenges and if we didn't go where the "stranger with the map" suggested, there would be no adventure...

In the last nWoD game I played, the characters were employed as Paranormal Investigators - more "train trips" but at least there was no pretence at us having a choice. The boss said "there's this house I want you guys to look at..." and we went.

And, this not being a "level based" game, the "monsters" (effing-great DEMONS, usually) were not pitched at the players' levels. Some were downright "crap your pants and run away" adventures.

Frankly, I enjoyed all of them - even the train trips. If there hadn't been appropriately interesting scenery on those trips, I'd've had cause to complain.
 

Permerton - I pretty much agree with everything you said. Although telling Celebrim that he agrees with Ron Edwards should be good for a snort. :D

Anyway - I'm not 100% sure I agree with the idea that scene framing isn't illusionism. At least what Celebrim calls soft illusionism. After all, you are taking away a fair degree of choice from the players, not because of the realities within the game world, but because it would make for a more interesting game (hopefully).

Is that not invalidating player choice? If the players don't get a choice in what the next scene is, when, normally or realistically they would, and that choice is picked, again, not for any in-game reasons but to further a particular meta-game goal, isn't that soft-illusionism?

Then again, and kinda talking to myself here, if we already have a perfectly valid term - scene framing - does it need to be included in the umbrella term of illusionism? I really don't know.
 

Is that not invalidating player choice? If the players don't get a choice in what the next scene is, when, normally or realistically they would,
Is having a choice of scene normal or realistic? How often do we get, in real life, a choice of where we go next?

Is a game where you can wander anywhere you want around the place and do whatever you feel like "normal" or "realistic"?
 

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