Maxperson
Morkus from Orkus
I just told you that I couldn't see who you were talking to.So you ignored the context of the post, which is probably why your answer didn't make any sense.
I just told you that I couldn't see who you were talking to.So you ignored the context of the post, which is probably why your answer didn't make any sense.
Because it is blurry. What if the GM had not decided at all what is behind the doors before PCs open one, then they just make up the ogre on spot? What then, was this illusionism? The player's choice didn't influence the outcome. And whilst this might not commonly happen with doors, it happens all the time with GM making stuff up as response to player action. Or does it become illusionism if GM had decided use an ogre beforehand? How firmly they need to decide? Is briefly thinking before game that 'ogres seem to be appropriate challenge level for this group' enough to make it illusionism and railroading?Yes, this.
The fiction of the game isn't real--and can be considered an illusion--but using fiction-making techniques as a GM isn't the same thing as Illusionism. I think there's been some confusion, and some blurring around the edges.
The first question that must be asked, of course, is are they all alike or all different?Going north indoors, in a cavern or dungeon of twisty rooms and corridors is not the same as going north 40 miles of outdoors overland travel.
Because it is blurry. What if the GM had not decided at all what is behind the doors before PCs open one, then they just make up the ogre on spot? What then, was this illusionism? The player's choice didn't influence the outcome. And whilst this might not commonly happen with doors, it happens all the time with GM making stuff up as response to player action. Or does it become illusionism if GM had decided use an ogre beforehand? How firmly they need to decide? Is briefly thinking before game that 'ogres seem to be appropriate challenge level for this group' enough to make it illusionism and railroading?
These discussions always lead to utterly bizarre though policing of the GM. Seriously, forget it, it doesn't matter. The PCs will open the door, fight the ogre, gain XP and treasure and be happy.
But you can see my posts, and decided to ignore some of those. Yet I'm somehow supposed to know you only read some of my statements?I just told you that I couldn't see who you were talking to.
How do you play a RPG without influencing play into certain direction? Replace the players and GM with random charts so no one can have any ideas, wishes or intentions?I care mostly about intent here. I'm not going to judge an isolated incident, but if I feel there's a pattern of behavior where a GM (or other player) is trying to influence play in a given direction I will talk shop to see if it's going to be the sort of game I can see myself continuing to play. We're all going to draw these lines differently. Our evaluations might not always be right. It's not about policing the GM. It's just evaluating if you want to play this particular game with these particular people. You know relationship stuff.
How do you play a RPG without influencing play into certain direction? Replace the players and GM with random charts so no one can have any ideas, wishes or intentions?
I disagree with this. There's an implicit understanding that the choice matters -- that going left at the fork with have a different result than going right at the fork. That this choice is blind -- we have no information about what would be different -- doesn't change the fact that this is the assumption offered by the choice. Illusionism shows up here because there's no way to know that what's presented is going to be the same no matter what the choice because we cannot make both choices simultaneously (I mean, I guess we could split the party, but that's outside the scope of the thought experiment). So, the GM is Forcing an outcome (Force is where the GM ignores player choice or check results and goes with their preferred outcome), and since it's hidden from the players so they cannot detect the Force, it is Illusionism.
In general, my position is that 5e often requires the use of GM Force in moderation -- the nature of heavy prep games generally does this -- and that this is not an inherently bad thing. Illusionism is a tool that lets this Force be less intrusive. However, players' tolerance for Force (and therefore Illusionism) is not the same, and some will have problems where others do not. Adapt to the table. I've found that I can significantly reduce my use of Force in game by prepping situations rather than outcomes, or by focusing on site based prep rather than plot based. But, the moment you have a node based design, or even a plotline, Force becomes an essential tool - at least sometime.
No, I said it's when the GM uses fiat to compel an outcome in disregard to player input, choices, or a mechanical resolution. Prep is none of these.You said Force was when the dm did something without considering the player's choices first. Si if the pc's choices would have been irrelevant (ie naming the town), that's Force.
Maybe. Depends on how you deploy it. That you have it prepped doesn't really matter to the discussion at all. Technically, if I own a MM, I always have an ogre (or ogres) prepped.So If I prep an ogre encounter in the woods, but not in a specific part of the woods, is that Force? I haven;t let them choose to go to the part fo the woods without ogres, ergo I've disregarded their choice that they didn't have in the first place.
No, to not ever use Force, you there are better games than D&D. Using Force is not railroading. Railroading is the pervasive and consistent use of Force. This is easily avoided in D&D.So - to not railroad, don't play DnD? I feel like that's a pointless comment on a DnD forum. Or just defines railroading too broadly to be a useful thing to say.
You don't. Influence is inevitable. The DM influences play simply by setting up an encounter. Players influence play by deciding they want to go to the bar. Influence in his post probably should have been undue influence. If the DM plants a plot hook and the players don't want to bite, he should let it go. Continuously placing it in their path is undue influence. It has gone beyond simple play and into DM forcing his will territory.How do you play a RPG without influencing play into certain direction? Replace the players and GM with random charts so no one can have any ideas, wishes or intentions?