FrogReaver
The most respectful and polite poster ever
Suppose a GM has created an encounter based on what's in his notes. It quickly becomes apparent that the GM misjudged the encounter difficulty. The GM then modifies the encounter (buffing enemies/bringing in reinforcements/etc) to compensate for his misjudgment of the difficulty. After making that single modification he treats the updated encounter just as if he had prepped it in any other instance. Ultimately the players emerge victorious but it was a tough and challenging encounter.
The question essentially boils down to whether the GM should be free to correct planning mistakes mid-play and whether that's force, illusionism or something else. I think it's also important to consider playstyle expectations in relation to this question (compare sandbox play where players have alot of say over whether they engage a particular encounter vs a more linear playstyle where players mostly engage with what's in front of them)?
Also, is there a difference in using this technique as described and using this technique repeatedly, multiple times in the same encounter and in every encounter within the campaign.
My take. It matters why the GM is deploying this mechanic. It matters if using it is an outlier or typical. It matters whether the players are choosing to engage in encounters partially on their apparent difficulty or whether there's an expectation for balanced encounters where players fight what's in front of them. My take is that the example listed above is going to change from force/illusionism to not force/not illusionism depending on many of the specifics mentioned here. It's interesting to me that force/illusionism may not be universally applicable in the same ways to all games.
Thoughts?
The question essentially boils down to whether the GM should be free to correct planning mistakes mid-play and whether that's force, illusionism or something else. I think it's also important to consider playstyle expectations in relation to this question (compare sandbox play where players have alot of say over whether they engage a particular encounter vs a more linear playstyle where players mostly engage with what's in front of them)?
Also, is there a difference in using this technique as described and using this technique repeatedly, multiple times in the same encounter and in every encounter within the campaign.
My take. It matters why the GM is deploying this mechanic. It matters if using it is an outlier or typical. It matters whether the players are choosing to engage in encounters partially on their apparent difficulty or whether there's an expectation for balanced encounters where players fight what's in front of them. My take is that the example listed above is going to change from force/illusionism to not force/not illusionism depending on many of the specifics mentioned here. It's interesting to me that force/illusionism may not be universally applicable in the same ways to all games.
Thoughts?