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"Illusionism" and "GM force" in RPGing

Doug McCrae

Legend
This is a comparison of word count using the digital copies of the 1st and 2nd edition Dungeon Master's Guides released by Wizards of the Coast. The 2nd edition is actually the 1995 revised version but it seems very similar to the 1989 one.

I think we can conclude from this that, despite the similarity in rules, there is a major change of emphasis between 1st ed and 2nd ed.

2nd edition:
story = 27
drama/dramatic = 19
plot = 13
entertain/entertaining/entertainment = 9
storyline = 4
storyteller = 2

challenge/challenges/challenged = 18

1st edition:
story = 1 (in Mike Carr’s foreword)
drama/dramatic/dramatically = 4
plot = 3 (one is in reference to NPC plots, the other two to the effects of paranoia)
entertain/entertaining/entertainment = 4
storyline = 0
storyteller = 0

challenge/challenges = 24
 
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FrogReaver

As long as i get to be the frog
Most straightforwardly: present content without a "fore-ordained goal"; and then introduce new fictional content as an output of action resolution rather than to undermine or manipulate the outcomes of action resolution.

Apocalypse World is a terrific example of this in its presentation of the rules and procedures for play. Classic Traveller (where the OP quote comes from) can be played this way - I know, I'm currently doing it in a campaign - but the books aren't quite up there with AW as far as instructional text is concerned! There are somewhat oblique remarks in the 1977 version that I think show some awareness of the issue, but that's about it.

On some level though - introducing new content for your players to interact with is itself a foreordained goal. You placed the content there with the goal of them interacting with it.
 

Nagol

Unimportant
On some level though - introducing new content for your players to interact with is itself a foreordained goal. You placed the content there with the goal of them interacting with it.

Not foreordained though. I'd say between 50% and 75% of the adventure hooks placed in my D&D game get no nibbles.
 

FrogReaver

As long as i get to be the frog
Not foreordained though. I'd say between 50% and 75% of the adventure hooks placed in my D&D game get no nibbles.

I would say that your not looking at this big picture enough. If you create a world with 5 adventure hooks then your forordained goal is to get them to interact with an adventure hook. You may not particularly care which - but you still have a foreordained goal that you are going to make happen - either by escalating the stakes on some of those hooks after they disregard or by introducing more hooks till they finally bite on one.
 

Nagol

Unimportant
I would say that your not looking at this big picture enough. If you create a world with 5 adventure hooks then your forordained goal is to get them to interact with an adventure hook. You may not particularly care which - but you still have a foreordained goal that you are going to make happen - either by escalating the stakes on some of those hooks after they disregard or by introducing more hooks till they finally bite on one.

I think you are misusing forordained. If X is foreordained then X will happen. My goal may be to get them involved with those plots. It is no more foreordained than the me buying a car from a salesman when I walk into a dealership. After all, he has a goal to sell me a car.

Also, that's typically not my actual goal -- my goal is to provide a variety of experiences the players may choose between.

Now if instead everywhere the PCs go, they hear the same rumours about the plots and the plots keep trying to engage the PCs despite the players signaling they don't care and the PCs keep finding themselves at the entrance to the dungeon ("sleepwalking" or "random teleport accident" or "space curves weirdly here") then force is being applied.
 

FrogReaver

As long as i get to be the frog
I think you are misusing forordained. If X is foreordained then X will happen. My goal may be to get them involved with those plots. It is no more foreordained than the me buying a car from a salesman when I walk into a dealership. After all, he has a goal to sell me a car.

Also, that's typically not my actual goal -- my goal is to provide a variety of experiences the players may choose between.

So your goal (Or one of your goals) isn’t that they eventually choose one of the adventure hooks you introduce?
 

Nagol

Unimportant
So your goal (Or one of your goals) isn’t that they eventually choose one of the adventure hooks you introduce?

I have several goals. One of which is to present opportunities the players can follow. Another is to evolve the presented world in plausible ways. A third Is to have the world react to player choice.

The adventure hooks are there to give the players something to react to and make choices about. I don't care if the PCs involve themselves in any individual hook. Heck they can avoid each and every one and proactively decide to do something else should they wish. The world will continue to evolve taking into account their choices.
 

prabe

Tension, apprension, and dissension have begun
Supporter
I would say that your not looking at this big picture enough. If you create a world with 5 adventure hooks then your forordained goal is to get them to interact with an adventure hook. You may not particularly care which - but you still have a foreordained goal that you are going to make happen - either by escalating the stakes on some of those hooks after they disregard or by introducing more hooks till they finally bite on one.

I think most of the thread has considered Force/Illusionism to be in play only if the GM had a specific plot or event or character in mind. Giving the characters a menu to choose from, in the expectation they'll choose one of the items thereon, doesn't feel like either Force or Illusionism, as they've been used heretofore. If the idea is for the characters to have adventures, setting up adventures for them to have is pre-adventure framing, which is more likely to be part of the (possibly implicit) social contract at the table. Now, if the players/characters reject all the options on the menu, there might be some other problem.
 

Reading this thread, it is hard to distinguish it from it from the many others before it except that we’re replacing “railroading” with “force”. Those discussions went nowhere as it seems to boil down to player preferences.
  • some people want a strong “let the dice fall” aesthetic, where the GM’s job is to set up situations that he believes are fair, and then to adjudicate them impassively, not preferring the player controlled characters over his own.
  • some people want a strong “make the best story possible” aesthetic, where the GM’s job is to modify the scenario in play, and ignore or adapt rules so as to enhance the scene.
  • many people live somewhere in between.
I can’t honestly see this discussion being any different. Is the thought that rebranding “railroading” as “GM Force” will make it more likely people will admit that they use it a lot, and that it works well for them?

Or is this just going to rehash the usual simulation vs. narrative preference that explains why one group lets a monster crit three times in a row and kill a beloved character, enjoying the drama and the knowledge that every fight could be deadly, and another group is happy when the GM says that a sudden mist arises making it hard to leave the building, because they know there is a cool scene waiting for them in the inn?
 

pemerton

Legend
what's present in Manbearcat's definition but missing in @pemerton's, and that's the idea of subverting or defeating player input.

The passage in the OP, and much of @pemerton's responses seem to flow from the idea that prepared outcomes are Force. In that much, I agree, but what's odd is that pemerton's talk doesn't differentiate between legitimately GM introduced material and Forcefully introduced material. Your dungeon, that's then "advertised" in play, seems to fall under pemerton's conjecture of 'gentle guidance'. Or, at least, I see no operation in the OP that can tell if it does or doesn't. Your dungeon, even "advertised," does NOT fall under Manbearcat's definition, because there's not overriding or altering of player input.
I think I already posted that, to me, the dungeon example is like Gygax's secret door example except less likely to be illusionistic (because as @FrogReaver presents it there is no pretend/ignored check). (EDIT: apparently I didn't actually post that post - see further below).

Upthread I said of the secret door example:

pemerton said:
Gygax's suggestion about a secret door is a type of guiding or manipulating, I think, but again barely. It's always open to the players to just ignore the door they discover, and - under his precepts - the GM has no device for getting them there. Notice that he doesn't suggest, say, using wandering monsters to chase the PCs through the door they've discovered.

I haven't changed my mind on that since posting it. The GM making something salient in this way is a type of guiding but (as I elaborate upon below) is barely so.

The dungeon parallel to wandering monsters chasing the PCs through the secret door would be the (first?) DL module where the dragon armies chase the PCs to Pax Tharsis (sp? right name?). That is force, and more than barely so. Depending on context and details it may or not be illusionism.

I say more than barely so because it is clear manipulation, with the intention of driving particular action declarations ("We go this way"). I will leave it up to @Manbearcat to explain how it counts as force under his description of that phenomenon (I'm pretty confident that he will characterise it as force).

"Barely force" is a subjective opinion, which appears to mean "force I'm okay with.
That's not what is intended. Force comes in degrees, both for literal physical forces and more metaphoric/analogous GM decision-making forces.

When I say barely force I mean that the degree of guidance or manipulation is very small. The discussion just above illustrates the point: saying "Here's a thing you're welcome to check out" is not really manipulation, and is about the smallest amount of guidance that can be given while giving any at all. Whereas "Here comes the dragon army - the only escape route is that way!" is strong guidance, and manipulation also: it is intended to allow room for only one viable action declaration, namely, We go that way.

I'm perfectly fine with dropping a wandering monster roll in some circumstances, but that doesn't mean that I'm ignoring the mechanical structure of the game and my prior, demonstrated routines of play, to achieve a goal that I'd prefer. That's Force. The players have chosen to be in a situation (or are there through consequences of previous choices) that require a wandering monster check.
I don't think this is the right analysis of what Gygax describes.

Wandering monsters aren't an element of action resolution. They're what @Manbearcat has called a "clock", which is (as best I know) a piece of PbtA terminology.

In Gygax's D&D the function of the clock is to punish poor decision-making (ie unskilled play) - wasting time or making noise - by extra pointless encounters which either suck rations or treasure or spells to avoid, or suck hit points and/or spells to defeat. If the players play well and don't dither, and the passage of time is purely due to their efficient travel from the dungeon entrance to the part of the dungeon they have prepared to tackle next (and this is exactly the scenario that Gygax describes on p 9 of his DMG) then the clock isn't doing its job if the party gets hit unrelentingly by wandering monsters. That becomes arbitrary punishment.

In Apocalypse World, Vincent Baker says the following about managing clocks (p 143):

Countdown clocks are both descriptive and prescriptive. Descriptive: when something you’ve listed happens, advance the clock to that point. Prescriptive: when you advance the clock otherwise, it causes the things you’ve listed. Furthermore, countdown clocks can be derailed: when something happens that changes circumstances so that the countdown no longer makes sense, just scribble it out.​

Gygax's advice about wandering monsters is about keeping the descriptive and prescriptive aspects of the "clock" in synch. I don't think it's presented as clearly - either in the core mechanic or in this advice around it - as Baker does for AW, but I think we can still make reasonable sense of what Gygax is saying

Now if Gygax had a "say 'yes'" element to his game, he wouldn't need this workaround for his wandering monster rules, because you wouldn't start rolling for them until the PCs have gone through the already-mapped-and-explored bits of the dungeon to the new bit they want to check out. But he doesn't (and to some extent didn't want to - see @Manbearcat's comments about the secondary, simulationst role of wandering monsters as dungeon ecology).

This goes to @Manbearcat's point about making the game better - sure, that's good advice, but sometimes the product just needs to be shipped! So we get 4e's skill challenge rules which need a few extra bells-and-whistles to really work (some are in the DMG2, some in the Rules Compendium). We get the MHRP/Cortex+ Heroic Doom Pool, which is pacing, GM resource for action resolution, and the opposition for otherwise unopposed checks (including most healing/recovery actions) all in one, and the wonkiness that can produce which produces the advice that the GM should sometimes not optimise his/her doom pool rolls.

Done in accordance with the relevant principles and these workarounds won't stop being clunky, but I don't think they count as force - they're not manipulating or guiding towards a predetermined outcome.

EDIT: Here's the post I wrote earlier about the dungeon example - apparently it didn't go live:

You mean like creating a dungeon and inserting it into the world and giving the PC's ample opportunity to hear about it in the hopes that they will find it interesting and explore it. From my understanding of the definition posted - that would constitute forcing of the illusionism variety.
This seems very similar to Gygax's example of the secret door that I posted and commented on upthread.

If one takes the view that it's force (if so, it's very weak as the guidance/manipulation is pretty minimal) in the case you mention it's not illusionism: the players know exactly what the GM is doing! (Gygax's example may be illusionism if the players don't realise that the detect-secret-doors-roll was toyed with by the GM.)
 

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