iserith
Magic Wordsmith
Or without PCs being in danger of death? Is there always something else on the line they really care about?
Sure. I've posted some of those kinds of scenarios on the forums before. It's not as easy as a life-or-death struggle to design, certainly. But doable.
Yep, but unlike 'immersion,' it has one. It's when the player is presented with choices, options, & checks that actually mean nothing - regardless, the results are already decided. But, the player isn't given enough information to divine that fact.
'Placebo rolls' behind the DM screen, the classic magician's force, fudging a die roll behind the screen - all 'illusionism.'
It's a newish game-theory label for a classic (almost ubiquitous back in the day) DMing style.
That sounds like some version of hell to me, so I would certainly not want to inflict that upon my players.
Nope. It's just limiting the information you provide the player, no more dishonest than not showing them the map of the dungeon. That's the problem with Game Design Theory labels, they'll strike people all wrong.
There's a difference when there's an understanding that the game mechanics are being used to decide between distinct outcomes and then one of the parties to that agreement breaks it. I do have respect for people who admit to fudging in advance though. That's at least honest and players against that sort of thing can opt out.
It's the 5e forum so 'run something with less of a tendency to drop random/unintended/pointless character deaths in your lap' isn't an option.
OTOH, modding rules is entirely kosher in 5e. So if the issue seems to be sudden deaths from damage spikes in non-deadly encounters at low level, increase low-level hps, or increase the instant death threshold to -(CON+max hps) it'll make a big difference at low level, hardly matter at high. If it seems to be players doing stupid stuff, institute Common Sense Saves.etc...
It still leaves the stakes as life-or-death though, however more remote.