Judgement calls vs "railroading"

This.

Very much this.

Which speaks to the example upthread from (was it [MENTION=42582]pemerton[/MENTION] ?) regarding the character who wouldn't let the campfire go out. Who the bleep wants to roleplay camping for the night (after maybe the first night or two) every single time? I would hazard a guess that parties in my current campaign have collectively spent between 1000 and 2000 nights camping while field adventuring - in forests, on trails, in dungeon complexes, etc. Would you want to have roleplayed all those?

Thought not. :)

The first few times, sure. After that I just ask for a list of who's on watch when, and assume standard operating procedure unless (infrequently) there's reason not to.

After-battle resting is an excellent example of the same sort of thing.

I bolded another bit in the quote above with which I also wholeheartedly agree.

Lan-"roll initiative: a pack of marauding wolves attacks the camp..."-efan

Arguably, the player that set up a core facet of his character to be about keeping the campfire burning.

While I have some disagreements with pemerton, I can grok his position and concepts. You don't seem to have tumbled to the basic difference in play discussed here, as you always take whatever pemerton says and then place it in your gamestyle rather than trying to figure out how it could possibly work in his.

And the way the campfire thing works is that it's largely not going to show up every night, but it will definitely show up, and, when it does, the play will center around the importance of that campfire in that situation -- say, keeping the fire alight in a holy shrine during a hurricane because it prevents the undead sequestered there from rising up and destroying that town that's super important to this other PC. If the undead do rise, well, PC #3 will be there with his oath to defend all life against the forces of undeath. And PC #4 might not have a direct reflection to their ideals in this particular scene, but they'll be engaged in the next one.
 

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I dislike fisking, in general, as I find it impedes discussion and turns things into a point by point.
The medium - especially with the short attention spans of our time - does lend itself to that.

I prefer to respond to something while it's fresh in my mind, and presumably, that of anyone reading. :shrug:

1) the caveats weren't lampshading, but were meant to provide assurances that I actually wasn't trying to insult a playstyle. I'm much more interested in frank discussion that takes the bad in with the good and recognizes the underlying values at play, which can be easily taken as trying to insult.
I didn't think you were lampshading, but I'm still not much persuaded by the style of providing an assurance you're not doing something, then doing it. I don't have a cute term for it, like 'fisking,' but, chalk it up to another stylistic preference.

b) Story Now vs Illusionsim: you're absolutely right that those definitions were made to be antithetical. That was part of my point, poorly made -- that despite this, there's still elements of Illusionism in Story Now games.
There really aren't, if you insist on abiding by the definitions. Maybe we could attack the definitions, themselves, or the games as not really fitting the definitions...

The DM has a wide lattitude to provide a story that can be moved to a point they want, for instance.
Oh, Story Now doesn't make illusionism impossible, it just doesn't have a foundation in it (which I thought was your point), and it blithely assumes the GM won't have an direction to apply GM Force, /to/.

Of course a GM could 'betray' the Story-Now agenda of some Forgite designer's baby and pull some illusionism on his unsuspecting players. Heck, his game might well be better for it.

But, the main thrust was that there's a very subtle from of Illusionism (as defined) throughout the entire concept because the DM uses their force, limited as it may be, to adapt whatever they introduce to be part of the story.
That does not fit the definition of illusionism. It's a little inside-out, really. In Illusionism, the GM has a preconceived notion/agenda/goal/story/whatever that he wants to make happen, and he uses 'GM Force' to make it happen regardless of the player's decision/intent, thereby 'robbing them of agency,' but, does so without letting on that it's happening, so the players still experience the positive feel of exercising agency, as well as the positive of participating in a story that holds together and is entertaining. It's a have-your-cake-and-share-it-with-everyone-and-eat-it-all-yourself technique. ;)

I also agree that Forge-speak is generally too loaded with smug to be of more than limited use. It's custom built to define things not wanted as bad, and things wanted as good, so if you engage using the terms and their assigned definitions you're automatically adopting the good/bad assignments. Makes it very hard to argue a point against while using the terminology. I've adopted it here because I find it self-contradictory (mildly, at least) and because it's preferred by those with whom I'd like to discuss the point.
I don't object to "Illusionism" as much as many other Forge terms, because it evokes the image of a stage magician wowing his audience, even (especially) when there's audience participation. The audience aren't fooled in the sense they believe it's really magic, and they don't go there expecting the tricks to be obvious or revealed. There's none of the 'broken social contract' it implies. I find it fair-to-middling term for a legitimate & effective GMing technique.

But, aside from that, I don't see the contradiction.
 

It depends on what the point of the map is, and how it is used.

If the GM is using it as secret backstory to adjudicate action resolution, and if the players are meant to be using their skills together with their PC abilities to learn that secret backstory (this is how, eg, Moldvay Basic is played), then changing things is illusionism.

If the GM is using the map basically as a sketch or prompt for narrating on the fly, and it is not a source of secret backstory used for adjudication purposes, then redrawing it on the fly is not illusionism. It's just establishing the shared fiction, and doing so while taking some inspiration from prior brainstorming (encoded in the map).

Okay....that's a distinction, yes. But can you see how these two statements you've provided are similar?

Nothing is. I mean, unicorns are neither permanent nor impermanent, because they don't exist.

Wait, what?!?!?!
 

Since you kept referring to Eero Tuovinen's Standard Narrativistic Model, that's what I searched. His article was not talking about railroading. I'll certainly be happy to read the Forge article.

So the Forge stuff is initially pretty interesting. But then it's kind of reiterating a sort of problem I'm seeing in the threads altogether. We (and I'll include myself in "we" although it's not really my intent) seem to get stuck in our own little world of RPGs instead of looking at them as a whole.

Yes, the entire group of articles is supposed to be about RPGs as a whole, but then in each subsection of his GNS theory, he basically says every play style is incompatible with the rest. I don't think that's true.

I would place myself largely in the simulationst description he provides. But, I disagree that it's not compatible with a narrative approach, as least as he's defining it.

I don't see anything resembling Eero's model. But he states that what differentiates the narrative model from simulations is "premise."

In the section on "pastiche" he has the following statement:

"Jesse: Now we come to a point of personal confusion. Pastiche. I still don't get it, in any medium. If the Situation involves "...class conflict, people being trapped by their social position, repressed romance..." and the GM lets the players resolve it anyway they like, then how is that not Narrativist?

Me: It is Narrativist. What you're describing is not pastiche, or more clearly, it typically does not produce pastiche. The key is the "resolve it any way they like" part."


I don't know if this is what we do, but here's the sort of advice that's in my (modified) PHB:

Wealth
Look around your home. Think about your parents or friend’s homes. Most people’s wealth is tied up in material things. Now imagine you live in a fantasy/pseudo-medieval world with no banks. No stock market or investments.
Again, most of your wealth is tied up in material things. But they are also tied up in specific material things. What you choose to spend your money on is different than your parents, friends, and other acquaintances. What we spend our money on is actually a big part of who we are. We value it, protect it, want to increase it.
Wealth appears in D&D in the same ways. Yes, creatures such as dragons hoard coins, but many treasures are the mundane items, often decorated, or imported from far-away lands, deeds for property, art, furniture, and such. Bartering is also a common method of trade.

Adventuring Day
People are creatures of habit. A typical adventuring day will start with awakening and mornfeast at dawn, a slake at the end of harbright, a break for highsunfeast (also to rest horses or animals, a highthar at tharsun, and evenfeast near the end of eventide. Most will sleep from shortly after nightfall until godswake.
When traveling, animals are generally expected to work from sunrise to sunset, or thereabouts, with a rest at highsun, meaning that they are relieved of their burdens, fed and watered. Regular breaks are given throughout the day to avoid overexerting them.

Long Rest
In addition to resting about every 4 hours, it’s most common for people to stop a bit longer, perhaps an hour for lunch, and sometime before twilight to set up camp, prepare dinner, and settle down for the night, unless there’s a compelling reason not to.
Stopping for the night generally includes such things as maintaining equipment, and minor repairs on armor, sharpening weapons, sparring and practicing, learning new skills, storytelling and songs, food and drink, and preparing sleeping accommodations. Animals are relieved of their burdens, fed and watered, and often groomed.
Storytelling and songs are a long-held tradition by travelers, as they are the primary source of news between towns and cities. Although a fire and such boisterous noise might seem to be a danger in the wild, it’s helpful to keep most of the wildlife away, and a good watch is essential either way.

I don't have that much descriptive text in it, most of it is updated rules and such. I won't pretend it's great writing, but it's there to help set the stage and expectation that their characters are people.

When helping to develop their characters and backstories (which is now a table process - we roll characters at the table, and anybody can help give input and such into the initial creation), I, and we, are looking for ways to instill personality. What do they like, dislike, etc. Yes, but also what really drives them? What did they want to be when they grow up? Where do they stand on the local politics? How religious are they (bearing in mind it's a fairly religious world)? We're looking to start defining real principles - what would they never do? What would they almost never do, and what would it take to cross that line? What would they kill for? What would they die for?

We know from experience that regardless of what we cover at this point, it will change over the course of the campaign, especially the first few sessions as they start to flesh out their personality and character. We're OK with that. What's on the paper isn't as important as what happens in the campaign (the same as what might be in the DM notes). As things continue, the characters become more concrete. Outside of the group creation, each player and I will expand on the known backstory as we wish before, and usually we're going back and forth on this during the first couple of weeks.

I want them to look at the game from the character's perspective, not - oh, I'm out of spells, time for a long rest. My rules changes include things like separating recovery of abilities from rests to support the fiction and the world better. They should have a good idea of what motivates their character, although they aren't required to share that with the rest of the group at that time. It can be revealed during the course of the game if they wish.

The world I present is a combination of the setting, the people, news, rumors and gossip that the PCs know, although that doesn't preclude them from knowing more later, and things that occur over time. Some I predetermine, at least in very rough outline, but a lot during the course of play. Nothing is really finalized until it comes out in play.

I listen to the players, and know their backstories, and over time some of the events and encounters might relate directly to those motivations, desires, fears, whatever. Of course, if they choose to pursue some of their motivations directly, then a lot more of what's going on relates directly to that.

Much of the drama comes from fairly standard moral dilemmas. Although the general outlook in the world is more permissive, or perhaps more accepting of death and killing, it is still something that I point out from the beginning is something that usually gives people pause. Particularly their first killing. On the other hand, hunting, killing animals like wolves and predators, along with monsters (including orcs, etc.) is not something that is generally questioned at all. On the other hand, during the course of adventuring, they very well may come across individuals or creatures (like the owlbear) that cause them to question that. They wouldn't question an owlbear that's a threat to a village necessarily, but one that is far from civilization they see as no longer a monster or threat.

So as far as I can tell, it's a hybrid of the Forge theories, and as I pointed out in my assessment of Eero's model that's it's pretty close to what he describes, with a few differences. And of those differences, some of them sometimes apply, such as when I introduce scenes that do relate to the characters more directly, although not normally to a specific goal or story "theme."

In other words, the story or the game doesn't have a "premise" as defined by Ron Edwards. But each character has premises, and those are addressed within the game, usually in the course of the player playing the character, but also at times directly by the story.

I don't specifically focus on challenging those premises, although I don't necessarily avoid it either. But I also don't build encounters like so many seem to describe in their D&D games either. I don't build things to balance for character composition or level. I don't design "interesting" combats encounters, nor do I build "non-combat" encounters. They have encounters, scenes, scenarios, with monsters and other creatures, NPCs, locations, etc. Sometimes there's an intention behind the design - bandits are robbing travelers, for example. Sometimes it's more specific, a group of Zhentarim are hunting for the PCs to steal the sword they are bragging about. Sometimes it's more directly connected to the PCs, a longtime rival has framed one of the PCs for a crime. Often it's just an encounter. Randomly determined, prepared, whatever.

Our focus is on the story. The story of the characters. The players have multiple characters, so it's also the story of a village to some degree, although some groups travel far, never to return. Sometimes it's a bigger story arc, a somewhat powerful villain, a dragon, a lich, or some other larger enemy that threatens a family, a village, or a region. It's about the growth of those characters. The lives of those characters. Past characters remain in the campaign, marry, have kids, grandkids (sometimes they are the living or dead ancestors of new characters), they grow old.

But the thrust and direction of the story is up to the players. They decide how they fit into the world and how they react to it. Of the many characters, some become great heroes, some villains, some just folks that have a few adventures and settle down.

Is this what he means when he says "The key is the "resolve it any way they like" part"?

Are we simulationists? Narrativists? I've had a few power-gamers, rules-lawyers and munchkinizers over the years too. Some left, others shifted from trying to maximize/break the rules to finding clever solutions to the challenges that the characters meet. Are they gamists? What's our campaign?

I find that as I look back at my games, some things I don't think I do too much (hand over backstory/setting) I probably do more than I think. Other things I think I do all the time, I don't.

All of this interesting to think about, debate and discuss, because I find a little something to bring back to my game and make it better. Obviously that doesn't mean I'll agree with everything at the same time. But as I think I've said before, it's often as important to figure out what you don't want, as it is to figure out what you do.

His concept of "bangs" perhaps is one that I can look at leveraging more specifically. I like things to have dynamics, so it's not something I'd like to use every encounter or scene, and maybe not every session. The concept is not new obviously, and I've heard other terms. And despite the fact that I'm not sure I like the terminology, I understand why he used it and what he's getting at.

The thing I probably liked the most in his essays, though, was his concept that RPGs are about exploration. Perhaps that's the key - sometimes we're simply exploring the setting, exploring the place the PCs have within it. And sometimes we're exploring the specific story of one or more PCs. So perhaps we primarily shift between simulation and narratavism? That a game doesn't have to be one or the other at all times?
 

The medium - especially with the short attention spans of our time - does lend itself to that.

I prefer to respond to something while it's fresh in my mind, and presumably, that of anyone reading. :shrug:

I didn't think you were lampshading, but I'm still not much persuaded by the style of providing an assurance you're not doing something, then doing it. I don't have a cute term for it, like 'fisking,' but, chalk it up to another stylistic preference.

There really aren't, if you insist on abiding by the definitions. Maybe we could attack the definitions, themselves, or the games as not really fitting the definitions...

Oh, Story Now doesn't make illusionism impossible, it just doesn't have a foundation in it (which I thought was your point), and it blithely assumes the GM won't have an direction to apply GM Force, /to/.

Of course a GM could 'betray' the Story-Now agenda of some Forgite designer's baby and pull some illusionism on his unsuspecting players. Heck, his game might well be better for it.

That does not fit the definition of illusionism. It's a little inside-out, really. In Illusionism, the GM has a preconceived notion/agenda/goal/story/whatever that he wants to make happen, and he uses 'GM Force' to make it happen regardless of the player's decision/intent, thereby 'robbing them of agency,' but, does so without letting on that it's happening, so the players still experience the positive feel of exercising agency, as well as the positive of participating in a story that holds together and is entertaining. It's a have-your-cake-and-share-it-with-everyone-and-eat-it-all-yourself technique. ;)

I don't object to "Illusionism" as much as many other Forge terms, because it evokes the image of a stage magician wowing his audience, even (especially) when there's audience participation. The audience aren't fooled in the sense they believe it's really magic, and they don't go there expecting the tricks to be obvious or revealed. There's none of the 'broken social contract' it implies. I find it fair-to-middling term for a legitimate & effective GMing technique.

But, aside from that, I don't see the contradiction.

Yeah, so, this post is why I dislike fisking. It makes actual discussion nearly impossible. The only way to respond to the barrage of individual thoughts is to fisk back, and that begins to lose the structure and context of the original argument, and then you just end up arguing about arguments and have no idea what the initial point of contention was.. And 'the medium and short attention spans lend themselves to fisking' as an excuse? Really? You have to chop up the post, which takes way more work that hitting 'Reply with Quote' and then replying.

Still, I'll try to address the highlights.

The definitions of Story Now and Illusionism are written to be mutually exclusive, yes, but not explicitly so, so there's plenty of room to slide in an argument using those definition. So Illusionism is the subversion of player intent with DM intent in a manner that's not obvious to the player (or it's failed Illusionism, natch). I maintain that Story Now games are still susceptible to this occurring. Less so than "traditional" gaming (for lack of a better term atm)? Sure, but still doable. I go back to making a game about demons being something you can do regardless of player declarations. Takes more work (especially to do it subtly), but you can do it. You can even drive to a plot you prefer. Specifics are much harder, but a skilled DM can lead the players into caring about things he introduces (maybe as framing, maybe as failure narration). Done well, the players will continue to think it's their idea all along. This is pretty much the same set of skills as pulling a con, but much easier as the players have already bought into the premise of the con -- a game. After that...

And, yes, I know the rejoinder: but that's not playing the game with integrity. Well, neither is offering a choice that doesn't matter in "traditional" gaming, so I don't see how that's a valid counter. All forms of Illusionism are not playing with integrity, no matter what system you play.
 

Yeah, so, this post is why I dislike fisking. It makes actual discussion nearly impossible. The only way to respond to the barrage of individual thoughts is to fisk back, and that begins to lose the structure and context of the original argument, and then you just end up arguing about arguments and have no idea what the initial point of contention was.. And 'the medium and short attention spans lend themselves to fisking' as an excuse? Really? You have to chop up the post, which takes way more work that hitting 'Reply with Quote' and then replying.

Still, I'll try to address the highlights.

The definitions of Story Now and Illusionism are written to be mutually exclusive, yes, but not explicitly so, so there's plenty of room to slide in an argument using those definition. So Illusionism is the subversion of player intent with DM intent in a manner that's not obvious to the player (or it's failed Illusionism, natch). I maintain that Story Now games are still susceptible to this occurring. Less so than "traditional" gaming (for lack of a better term atm)? Sure, but still doable. I go back to making a game about demons being something you can do regardless of player declarations. Takes more work (especially to do it subtly), but you can do it. You can even drive to a plot you prefer. Specifics are much harder, but a skilled DM can lead the players into caring about things he introduces (maybe as framing, maybe as failure narration). Done well, the players will continue to think it's their idea all along. This is pretty much the same set of skills as pulling a con, but much easier as the players have already bought into the premise of the con -- a game. After that...

And, yes, I know the rejoinder: but that's not playing the game with integrity. Well, neither is offering a choice that doesn't matter in "traditional" gaming, so I don't see how that's a valid counter. All forms of Illusionism are not playing with integrity, no matter what system you play.

I learn new terms on this forum almost every day...

I think his objection to short attention spans and the medium was referring to the people reading the posts, not the process of creating the post.

I do wonder whether it's better to fisk (now that I know the term...) instead of responding to the post in a block like this. I'm still on the fence...

For what it's worth, according to Ron Edward's article on Narrativism, what he terms "force" techniques (of which he classifies illusionism as one) are incompatible with narrative play:

"Producing a story via Force Techniques means that play must shift fully to Simulationist play. "Story" becomes Explored Situation, the character "works" insofar as he or she fits in, and the player's enjoyment arises from contributing to that fitting-in. However, for the Narrativist player, the issue is not the Curtain at all, but the Force. Force-based Techniques are pure poison for Narrativist play and vice versa. The GM (or a person currently in that role) can provide substantial input, notably adversity and Weaving, but not specific protagonist decisions and actions; that is the very essence of deprotagonizing Narrativist play."

Although I don't entirely follow why the GM can't introduce illusionism via non-protagonist decisions and actions and remain within narrative play. But maybe that's just me.

I do disagree that "all forms of Illusionism are not playing with integrity" though. Unless those at the table have agreed not to play with it, that is. Playing with integrity simply means playing within the rules, or perhaps the rules and spirit of the game. If the game rules allow the use of illusionism, then it's use is with integrity.
 

For what it's worth, according to Ron Edward's article on Narrativism, what he terms "force" techniques (of which he classifies illusionism as one) are incompatible with narrative play:
Yeah, Ron was really big on declaring things incompatible, incoherent, or impossible. I mean, he was a designer working in an industry where designing for anything other than the 500lb gorilla meant finding a teeny niche market to cater too (and maybe build up), and the more wedges you can drive into the hobby to open up little niches like that, the more design work you could do. Maybe it was, to some extent, all 'sour grapes' anyway - talented designers disappointed that they could design games so much 'better' than the leading one, but never un-seat it from the top spot, nor even come anywhere near it's success, looking to explain that 'failure.'

Still, I'll try to address the highlights.
Oh, stop being such a martyr. ;P

Anyway, I think we've cleared things up, since we've gone from:

Story Now games are inherently built on Illusionism. While the standard definition (which I'm keeping) points to specific instances, and works well, Story Now games actually incorporate illusionism in their basic premise: make the game about the characters. If the entire game pivots around the characters, to the point that even failures are supposed to be directly tied to player intents, then the game, it's concepts and mechanics, are forcing an outcome where the player intentions are the only thing that matters.
That may well require some smoke and mirrors, but not necessarily in the service of GM intent.

To:

So Illusionism is the subversion of player intent with DM intent in a manner that's not obvious to the player (or it's failed Illusionism, natch). I maintain that Story Now games are still susceptible to this occurring. Less so than "traditional" gaming (for lack of a better term atm)? Sure, but still doable.
So not "inherently built on," but merely "susceptible too." That fits fine.

And, sure, that's part of what makes Illusionism such a useful technique: you can deploy it in spite of the game, itself, trying to stop you. The more 'above board' a game plays, the less pervasive the opportunities to do so, but you can always set up a magician's force (my favorite example of illusionism), whether you're hiding a map behind a DM screen, or 'scene framing' for the indie crowd. Heck, if your players are convinced a game isn't susceptible to illusionism, that just makes the technique that much more potent.

Worst case, a purist can declare a 'Story Now' game besmirched by illusionism "No True Story Now game!"

And, yes, I know the rejoinder: but that's not playing the game with integrity. Well, neither is offering a choice that doesn't matter in "traditional" gaming, so I don't see how that's a valid counter. All forms of Illusionism are not playing with integrity, no matter what system you play.
For the Forger definition of 'integrity,' specifically chosen to make GM Force & Illusionism sound unsavory.

If I'm signed up to run a game that promises to be an entertaining experience evocative of a chosen genre, Illusionism is a technique that I can use to deliver.
Delivering on my promises is acting with integrity.
 
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I learn new terms on this forum almost every day...

I think his objection to short attention spans and the medium was referring to the people reading the posts, not the process of creating the post.

I do wonder whether it's better to fisk (now that I know the term...) instead of responding to the post in a block like this. I'm still on the fence...

For what it's worth, according to Ron Edward's article on Narrativism, what he terms "force" techniques (of which he classifies illusionism as one) are incompatible with narrative play:

"Producing a story via Force Techniques means that play must shift fully to Simulationist play. "Story" becomes Explored Situation, the character "works" insofar as he or she fits in, and the player's enjoyment arises from contributing to that fitting-in. However, for the Narrativist player, the issue is not the Curtain at all, but the Force. Force-based Techniques are pure poison for Narrativist play and vice versa. The GM (or a person currently in that role) can provide substantial input, notably adversity and Weaving, but not specific protagonist decisions and actions; that is the very essence of deprotagonizing Narrativist play."

Although I don't entirely follow why the GM can't introduce illusionism via non-protagonist decisions and actions and remain within narrative play. But maybe that's just me.

I do disagree that "all forms of Illusionism are not playing with integrity" though. Unless those at the table have agreed not to play with it, that is. Playing with integrity simply means playing within the rules, or perhaps the rules and spirit of the game. If the game rules allow the use of illusionism, then it's use is with integrity.

The point there was that if, as the DM, you offer a choice, but there's no real choice there, that's not being very honest with your players. If you don't offer a choice, or if something is mutable as to fit into any choice even if the final destination is different, I agree with you. Example: DM has prepared some encounters for a travel segment. These encounters are meant to set a tone for an area that the players are travelling through. Allow players to engage in choices during travel, but using those encounters anyway is a kind of Illusionism I can get behind. The 'pick a direction' and the result no matter what is 'you find my adventure' isn't.
 

Oh, stop being such a martyr. ;P

Anyway, I think we've cleared things up, since we've gone from:

That may well require some smoke and mirrors, but not necessarily in the service of GM intent.

To:

So not "inherently built on," but merely "susceptible too." That fits fine.

And, sure, that's part of what makes Illusionism such a useful technique: you can deploy it in spite of the game, itself, trying to stop you. The more 'above board' a game plays, the less pervasive the opportunities to do so, but you can always set up a magician's force (my favorite example of illusionism), whether you're hiding a map behind a DM screen, or 'scene framing' for the indie crowd. Heck, if your players are convinced a game isn't susceptible to illusionism, that just makes the technique that much more potent.

For the Forger definition of 'integrity,' specifically chosen to make GM Force & Illusionism sound unsavory.

If I'm signed up to run a game that promises to be an entertaining experience evocative of a chosen genre, Illusionism is a technique that I can use to deliver.
Delivering on my promises is acting with integrity.

I can agree with this. My last 2 campaigns were 'hey, I have a plot, it'll be fun, it's about saving the universe from bad stuff, if you even don't like it we can do something else' as a buy-in to a Big Plot game to 'hey, I'll run, but it's a rough time at work right now, I can do one of the WotC adventure paths'. Both require Illusionism and force because they have a plot. The former more Illusionism, as they'll find parts of the plot no matter what (what they do with it was the 'play to find out' part, with the entire last act not scripted at all so that the mystery was bare and they could approach it however they wanted). The latter is more force, as some things have to happen according to the scripted adventure path. I find I'm not enjoying the current game very much. I've never much liked being restricted by previously written stuff because it doesn't evolve with my game.
 

The point there was that if, as the DM, you offer a choice, but there's no real choice there, that's not being very honest with your players. If you don't offer a choice, or if something is mutable as to fit into any choice even if the final destination is different, I agree with you. Example: DM has prepared some encounters for a travel segment. These encounters are meant to set a tone for an area that the players are travelling through. Allow players to engage in choices during travel, but using those encounters anyway is a kind of Illusionism I can get behind. The 'pick a direction' and the result no matter what is 'you find my adventure' isn't.

Not being honest does not equal "without integrity" in the context of a game. Bluffing in poker is not honest, but it is integral to the game and playing with integrity. Bringing extra aces is not.
 

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