Judgement calls vs "railroading"

Not being one who likes absolutes...

I think means matter only when the participants care about the means. At least when we're talking about a game.

In other words if the players don't object to DM tools or techniques such a illusionism, sleight of hand, fudging, etc., then the means don't matter.

To put it a different way, Lan- "I don't care how my DM does it, as long as he does it" - efan tells his DM: This is the result I want (a fun enjoyable immersive consistent game), and of all of the tools and techniques available to you, I don't have any objections.

In which case the specific tool or technique is irrelevant, as long as the result (a fun enjoyable immersive consistent game) occurs.
Your example is someone vetting the means available as appropriate to achieve their ends. Not sure how this runs counter to my statement that means matter.

A different example: A player tells me they are going to search the passage for traps. I ask them how. They tell me that they are going to cast fog cloud, then a gust cantrip to blow flour over the dampened hallway and see what it sticks to.

"Yes, as the fog clears, you notice a fine trip wire covered in flour about 1/2 from the floor."

Does the fact I didn't make a skill check matter? That is, did the means matter?
Yes. To me, I'm fine with this, but someone else may want dice to be involved. That person wouldn't be happy with this outcome. Therefore, means do matter.

You really don't seem to be asking if the means matter but if the means you selected were appropriate. That question shows that means matter.

It might be fair to say that means always matter to you. Although I suspect if we tested that theory we'd find it's not 100% consistent either. At least that's what I keep finding when I challenge my own positions.
It would be 100% true, because 'means matter' is the core upon which I build my moral outlook. It is one of my foundational truths. It is my most continuously challenged foundational block..
Having said that, I wonder: what is your opinion is of the "finding the tomb in the mountains" example I just posted (#1573)?

1) If the goal is to find the tomb in the mountains, if placement is finalized during the game, is that illusionism?

2) Is it illusionism if the placement is via engagement of the rules (such as random determination)? If different than #1, why?

3) Is it different if we're referring to the player's goal or DM's goal?

4) Is it different if there is no goal to find a/the tomb? That is, if they are just wandering and the DM has a tomb to place and just selects a location in game? If so, why?

I'm not sure I have definitive answers myself just yet...
1) Depends. If the placement ends up not regarding any player choice made in finding it, then yes, it's Illusionism. If it's placement is affected by player choice, then no, it's not. Either way may be just fine, I don't hold that Illusionism is, in and of itself, something to be avoided.

2) no, by definition.

3) I don't see this question as relevant. Illusionism can exist (or not) with either.

4) No, because Illusionism requires the subversion of a player's desired intent or the mechanics of the game. This subversion can be to thwart or assure -- either works.
 

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Wait, what?!?!?!
I was responding to your characerisation of a GM's prep/ideas/brainstorming as "not permanent". My point is that, qua element of the shared fiction it is neither permanent nor impermanent, becuase it is not part of the shared fiction at all. (Just as unicorns, not being part of our world, are neither a permanent nor impermanent part of it.)

The distinction isn't meant to be facetious. And it relates to [MENTION=16586]Campbell[/MENTION]'s point, made somewhere upthread, that in some approaches to RPGing the GM's status is closer to that of just another player.

Players have ideas for stuff they would like to have in the fiction, from the short term - "I want to cut this orc's head off!" - to the long term - "My guy would like to build a fortress on the plains outside Greyhawk and attract some followers as a result." But those ideas don't, automatically, become part of the shared fiction. They are regulated by rules, mechanics and associated techniques.

For instance, the stuff about castles and followers might be regulated in part by rules about class build (eg AD&D fighters, the Leadership feat in 3E) and in part by rules about gold pieces as a player resource (an AD&D fighter doesn't get a castle for free). Possibly also action resolution rules (maybe the PC needs to recruit an engineer-architect to supervise the building of the castle, which is a type of social encounter).

The stuff about chopping off an orc's head is, in most RPGs, regulated by action resolution rules - in many RPGs by a distinct set of combat mechanics.

So, going back to GMing techniques - a GM who has sketched out a map as a mixture of brainstorming, ideas, and preparation for framing hasn't established anything in the shared fiction either. It has the same status as the player's plans for orc heads and castles. When the right opportunity comes along, the GM - like the player - has a power to make this stuff part of the shared fiction, but - like the player - this is regulated in various ways but - unlike the player - the regulations are different: they are regulations that constrain framing, narration of consequences of player action declarations for their PCs, etc.

Just as there is no illusion in a player having notes on his/her PC sheet about stuff s/he would like to come true in the fiction - but that may or may not, depending on how the game unfolds - so there is no illusion in a GM having notes about stuff that s/he thinks might come true in the fiction - but that may or may not, depending on how the game unfolds.

Okay....that's a distinction, yes. But can you see how these two statements you've provided are similar?
To me they don't seem very similar.

One describes an approach to play in which the GM's notes establish the content of the shared fiction, and on that basis are then used to adjudicate action resolution - which upthread I have described as "secret backstory" being an element of framing that is unknown to the players. In this sort of RPGing, an important part of play is for the players to learn what is in the GM's notes. (Eg this is the essence of classic D&D exploration RPGing.)

The other describes a GM brainstorming and making notes about stuff that might or might not become part of the shared fiction depending how actual play unfolds. This sort of play is very different from classic exploration RPGing. The players aren't solving puzzles and "beating the dungeon". In that sense, there is no "winning", because whuile there are unresolved dramatic needs and everyone is enjoying playing the GM is going to keep throwing challenges in front of the PCs (and thereby the players). The focus of play is completely different, although many of the trappings of play (dice, character sheets, framings, action declarations, people writing down stuff that records the established fiction) might be similar.

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.

<snip>

a skilled DM can lead the players into caring about things he introduces (maybe as framing, maybe as failure narration).
Do you have any actual play examples of "story now" illusionism in mind? Do you have any thoughts on how you think the GM can disregard the players signals, sent via PC build and/or play, without the players noticing?

I've personally never encountered it, nor encountered anyone actually complaining about it. And that's not a coincidence: it doesn't make any sense in this context. Illusionism involves a type of pretence, and - in cases where the players aren't along for the ride - also a type of deception.

But in "story now" play there is no need for any pretence! Eg consder the example given by Eero Tuovinen in ]the essay I've linked to several times now:

If the player character is engaged in a deadly duel with the evil villain of the story, you do not ask the player to determine whether it would be “cool” if the villain were revealed to be the player character’s father. The correct heuristic is to throw out the claim of fatherhood if it seems like a challenging revelation for the character​

There is no illusion here: the GM thinks it would be interesting and challenging for the player, in playing his/her PC, to have to engage with the villain's claim to be the PC's father. And the GM isn't hiding that; by throwing the chalenge out there, the GM is overtly making clear that s/he thinks this will be interesting and challenging.

So if one is looking for "pitfalls" of "story now" RPGing, I think the main one is not that raised by Tuovinen (ie the undermining of dramatic tension that can arise if certain narrational authority (especially over framing) is handed from the GM to the player) - that is generally easy to avoid. As far as I'm aware, from reading and from experience, the main issue facing "story now" RPGing is the failure of the GM to successfully engage the players, by misjudguing what will be experienced as interesting and challenging - which is not about illusionism, but about poor framing and poor failure narration.

For instance, in the OP game, the first session begins with a PC who has, as one Belief, that he will acquire thiings from which he can enchant items necessary to free his brother from the possession of a balrog. And the same PC has Apocalypse-wise skill. So I open by describing the PC in the bazaar of Hardby, where a peddler has an angel feather for sale.

Many sessions later, in framing a scene in Hardby in which that PC is present, I describe a wild preacher, warning the assembled crowd of the threat of the pending apocalypse, and the collusion of the nobility of Hardby in its coming.

And then, when the same PC is trying to meet with a cleric to have his mummy rot cured, through a series of framing narrations I established that his brother - possessed by a balrog - was the son of Bernard the Holy, once a young priest at the court where both brothers were born but now an abbot in Furyondy and known as the most holy man in the lands.

There is no illusion about the fact that I think these things - angels; evangelists; holy men with unacknowledged sons who are possessed by balrogs - are interesting. In introducing them into the fiction I am responding to player-generated signals: a desire for enchantable curios; skill in Apocalpyse-wise; the hope to meet a cleric; the hope to free one's brother from possession. For the reasons given by Eero Tuovinen, I am not asking the player whether or not I should make these part of the fiction - those framing/narration decisions are mine to make, as GM, not the player's. And obviuosly in making these decisions I am hoping that the player will find these interesting ways of building on and riffing on those expressed concerns.

I don't need to hide that hope of mine, or pretend I'm doing something I'm not. There's no illusion.

This, again, relates back to [MENTION=16586]Campbell[/MENTION]'s remarks about the GM being "just another player" and also about the nature of engagement with the fiction. Different approaches to RPGing pose different risks and impose different demands.

If we play a session of Moldvay Basic, and it is boring or frustrating because the PCs fail to find any of the treasures, all the secret door dice come up unsuccessful, and all that happens is a few encounters with wandering giant rates - well, that's like going out fishing and having no luck. Sometimes that happens, but it's no one's fault. It's a risk inherent in dungeon exploration that the players will not do very well.

If we play a session of classic Dragonlance, and it is boring, the group can blame the module writer - "What a badly written module!"

If we play a session of Burning Wheel, and it's boring because or frustrating because the situations fall flat, and don't speak to the PCs' dramatic needs, and so nothing of dramatic signficance happens - well, that means either that the players didn't clearly establish dramatic needs for their PCs or that the GM responded poorly to those hooks. In my game, given that I do have clear dramatic needs signalled by the players, a flat session would be my fault, for the second of those two possible reasons.

The idea of "illusionism" just doesn't have any purchase in this last case. The risks, the demands, the pitfalls, are different.
 

Your example is someone vetting the means available as appropriate to achieve their ends. Not sure how this runs counter to my statement that means matter.


Yes. To me, I'm fine with this, but someone else may want dice to be involved. That person wouldn't be happy with this outcome. Therefore, means do matter.

You really don't seem to be asking if the means matter but if the means you selected were appropriate. That question shows that means matter.


It would be 100% true, because 'means matter' is the core upon which I build my moral outlook. It is one of my foundational truths. It is my most continuously challenged foundational block..

1) Depends. If the placement ends up not regarding any player choice made in finding it, then yes, it's Illusionism. If it's placement is affected by player choice, then no, it's not. Either way may be just fine, I don't hold that Illusionism is, in and of itself, something to be avoided.

2) no, by definition.

3) I don't see this question as relevant. Illusionism can exist (or not) with either.

4) No, because Illusionism requires the subversion of a player's desired intent or the mechanics of the game. This subversion can be to thwart or assure -- either works.

Weren't you the one that didn't like Fisking? :)

Although I'm also not just being clever (OK, mostly), because isn't Fisking a means to an end? In which case it always matters. That doesn't mean it always has to be consistent, though. I opted not to Fisk in my either of my responses to you since you indicated you object to its use.

And no, I was asking if the means matter. Because my point is, in those situations the means only matter if somebody objects to them. Otherwise which ever means you use is irrelevant, or in other words, doesn't matter. In which case they don't always matter. Such as Fisking.

Regardless, I think that's an excellent foundation for your moral outlook and don't mean any disrespect. I just think that in a game, the means matter differently depending on the rules. For example, lying or deception is something that I think the majority of us would agree is not a good means to an end (although we might debate white lies, and certain situations), but few if any would say that bluffing in poker, or deception in other games that rely on it as wrong.

I'm also a bit confused between this comment: "I don't hold that Illusionism is, in and of itself, something to be avoided."

And your statement in post #1555: "All forms of Illusionism are not playing with integrity, no matter what system you play." They seem contradictory to me, although it might just be me. My assumption, of course, is that it's always desirable to play with integrity.

Also, regarding point #4.
So if I build a city, and provide two roads, one to the west and one to the east, and place the city on whichever road the players take - is it not Illusionism if the players desired intent is not subverted? If they have no idea what might lie either way, and don't have any particular goal in mind when taking the road they select, is it still Illusionism? Assuming, of course, that the mechanics of the game allow the DM to place the city where he sees fit. In other words, D&D doesn't restrict the DM's ability to place things to during the session only.

I guess part of what I'm getting at is whether the context determines whether it is actually illusionism or not, or does it just determine whether a player might object to the illusionism or not?
 

I was responding to your characerisation of a GM's prep/ideas/brainstorming as "not permanent". My point is that, qua element of the shared fiction it is neither permanent nor impermanent, becuase it is not part of the shared fiction at all. (Just as unicorns, not being part of our world, are neither a permanent nor impermanent part of it.)

The distinction isn't meant to be facetious. And it relates to [MENTION=16586]Campbell[/MENTION]'s point, made somewhere upthread, that in some approaches to RPGing the GM's status is closer to that of just another player.

Players have ideas for stuff they would like to have in the fiction, from the short term - "I want to cut this orc's head off!" - to the long term - "My guy would like to build a fortress on the plains outside Greyhawk and attract some followers as a result." But those ideas don't, automatically, become part of the shared fiction. They are regulated by rules, mechanics and associated techniques.

For instance, the stuff about castles and followers might be regulated in part by rules about class build (eg AD&D fighters, the Leadership feat in 3E) and in part by rules about gold pieces as a player resource (an AD&D fighter doesn't get a castle for free). Possibly also action resolution rules (maybe the PC needs to recruit an engineer-architect to supervise the building of the castle, which is a type of social encounter).

The stuff about chopping off an orc's head is, in most RPGs, regulated by action resolution rules - in many RPGs by a distinct set of combat mechanics.

So, going back to GMing techniques - a GM who has sketched out a map as a mixture of brainstorming, ideas, and preparation for framing hasn't established anything in the shared fiction either. It has the same status as the player's plans for orc heads and castles. When the right opportunity comes along, the GM - like the player - has a power to make this stuff part of the shared fiction, but - like the player - this is regulated in various ways but - unlike the player - the regulations are different: they are regulations that constrain framing, narration of consequences of player action declarations for their PCs, etc.

Just as there is no illusion in a player having notes on his/her PC sheet about stuff s/he would like to come true in the fiction - but that may or may not, depending on how the game unfolds - so there is no illusion in a GM having notes about stuff that s/he thinks might come true in the fiction - but that may or may not, depending on how the game unfolds.

To me they don't seem very similar.

One describes an approach to play in which the GM's notes establish the content of the shared fiction, and on that basis are then used to adjudicate action resolution - which upthread I have described as "secret backstory" being an element of framing that is unknown to the players. In this sort of RPGing, an important part of play is for the players to learn what is in the GM's notes. (Eg this is the essence of classic D&D exploration RPGing.)

The other describes a GM brainstorming and making notes about stuff that might or might not become part of the shared fiction depending how actual play unfolds. This sort of play is very different from classic exploration RPGing. The players aren't solving puzzles and "beating the dungeon". In that sense, there is no "winning", because whuile there are unresolved dramatic needs and everyone is enjoying playing the GM is going to keep throwing challenges in front of the PCs (and thereby the players). The focus of play is completely different, although many of the trappings of play (dice, character sheets, framings, action declarations, people writing down stuff that records the established fiction) might be similar.

Do you have any actual play examples of "story now" illusionism in mind? Do you have any thoughts on how you think the GM can disregard the players signals, sent via PC build and/or play, without the players noticing?

I've personally never encountered it, nor encountered anyone actually complaining about it. And that's not a coincidence: it doesn't make any sense in this context. Illusionism involves a type of pretence, and - in cases where the players aren't along for the ride - also a type of deception.

But in "story now" play there is no need for any pretence! Eg consder the example given by Eero Tuovinen in ]the essay I've linked to several times now:

If the player character is engaged in a deadly duel with the evil villain of the story, you do not ask the player to determine whether it would be “cool” if the villain were revealed to be the player character’s father. The correct heuristic is to throw out the claim of fatherhood if it seems like a challenging revelation for the character​

There is no illusion here: the GM thinks it would be interesting and challenging for the player, in playing his/her PC, to have to engage with the villain's claim to be the PC's father. And the GM isn't hiding that; by throwing the chalenge out there, the GM is overtly making clear that s/he thinks this will be interesting and challenging.

So if one is looking for "pitfalls" of "story now" RPGing, I think the main one is not that raised by Tuovinen (ie the undermining of dramatic tension that can arise if certain narrational authority (especially over framing) is handed from the GM to the player) - that is generally easy to avoid. As far as I'm aware, from reading and from experience, the main issue facing "story now" RPGing is the failure of the GM to successfully engage the players, by misjudguing what will be experienced as interesting and challenging - which is not about illusionism, but about poor framing and poor failure narration.

For instance, in the OP game, the first session begins with a PC who has, as one Belief, that he will acquire thiings from which he can enchant items necessary to free his brother from the possession of a balrog. And the same PC has Apocalypse-wise skill. So I open by describing the PC in the bazaar of Hardby, where a peddler has an angel feather for sale.

Many sessions later, in framing a scene in Hardby in which that PC is present, I describe a wild preacher, warning the assembled crowd of the threat of the pending apocalypse, and the collusion of the nobility of Hardby in its coming.

And then, when the same PC is trying to meet with a cleric to have his mummy rot cured, through a series of framing narrations I established that his brother - possessed by a balrog - was the son of Bernard the Holy, once a young priest at the court where both brothers were born but now an abbot in Furyondy and known as the most holy man in the lands.

There is no illusion about the fact that I think these things - angels; evangelists; holy men with unacknowledged sons who are possessed by balrogs - are interesting. In introducing them into the fiction I am responding to player-generated signals: a desire for enchantable curios; skill in Apocalpyse-wise; the hope to meet a cleric; the hope to free one's brother from possession. For the reasons given by Eero Tuovinen, I am not asking the player whether or not I should make these part of the fiction - those framing/narration decisions are mine to make, as GM, not the player's. And obviuosly in making these decisions I am hoping that the player will find these interesting ways of building on and riffing on those expressed concerns.

I don't need to hide that hope of mine, or pretend I'm doing something I'm not. There's no illusion.

This, again, relates back to [MENTION=16586]Campbell[/MENTION]'s remarks about the GM being "just another player" and also about the nature of engagement with the fiction. Different approaches to RPGing pose different risks and impose different demands.

If we play a session of Moldvay Basic, and it is boring or frustrating because the PCs fail to find any of the treasures, all the secret door dice come up unsuccessful, and all that happens is a few encounters with wandering giant rates - well, that's like going out fishing and having no luck. Sometimes that happens, but it's no one's fault. It's a risk inherent in dungeon exploration that the players will not do very well.

If we play a session of classic Dragonlance, and it is boring, the group can blame the module writer - "What a badly written module!"

If we play a session of Burning Wheel, and it's boring because or frustrating because the situations fall flat, and don't speak to the PCs' dramatic needs, and so nothing of dramatic signficance happens - well, that means either that the players didn't clearly establish dramatic needs for their PCs or that the GM responded poorly to those hooks. In my game, given that I do have clear dramatic needs signalled by the players, a flat session would be my fault, for the second of those two possible reasons.

The idea of "illusionism" just doesn't have any purchase in this last case. The risks, the demands, the pitfalls, are different.

Isn't the classic case of Illusionism the GM providing two choices that lead to the same event or encounter? Are you saying that there is no point where the DM could provide two choices while having a result in mind and that's the only result presented? How would you know whether the GM actually had two results in mind? If the result is speaking to the character's motivations I don't think there would be any way you could tell that he didn't actually have a second result available.
 

I was responding to your characerisation of a GM's prep/ideas/brainstorming as "not permanent". My point is that, qua element of the shared fiction it is neither permanent nor impermanent, becuase it is not part of the shared fiction at all. (Just as unicorns, not being part of our world, are neither a permanent nor impermanent part of it.)

Yeah....I was making a joke that you broke my heart by telling me unicorns weren't real.

As for the rest of it, we're not going to agree, so I'll stop trying to make my point.
 

The 'balance' issue (which is just one of several with player-as-resolution-system mechanics) would be if you played such a character and the requirement (and/or the GM's evaluation of how you lived up to it) particularly favored or disfavored your.

<snip>

Different from yourself in terms of the talent being tested for resolution.
You seem to be running together the system described for BW with a system in which the resolution mechanic itself is the players' performance.

The only requirement is that the player speak (the argument, the prayer, the bon mot, the bit of folklore). The resolution itself is by way of "say 'yes' or roll the dice".

So as a player I either meet the threshold for action declaration or not. If I do, then the dice determine whether or not my declared task realises my declared intent.
 

Isn't the classic case of Illusionism the GM providing two choices that lead to the same event or encounter?
I dunno. Where is this classic case coming from? I don't think it's what The Forge had foremost in mind when coining the term.

Sometimes "choices" and narration are just colour. It's clear that nothing turns on them.
 

If we play a session of Moldvay Basic, and it is boring or frustrating because the PCs fail to find any of the treasures, all the secret door dice come up unsuccessful, and all that happens is a few encounters with wandering giant rates - well, that's like going out fishing and having no luck.
"Wandering giant rates"...you must have peeked at my utility bills when I wasn't looking. :)
Sometimes that happens, but it's no one's fault. It's a risk inherent in dungeon exploration that the players will not do very well.
Which is quite realistic; and fine with me.

Lanefan
 

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