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A defense of illusionism
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<blockquote data-quote="pemerton" data-source="post: 9111838" data-attributes="member: 42582"><p>I don't really know what you mean.</p><p></p><p>Here's an example of a "story now"-ish technique, from my Torchbearer actual play:</p><p>It's clear to everyone at the table, at each point of play, how events are being introduced and resolved:</p><p></p><p style="margin-left: 20px">*Golin's player declares the attempt to purchase rope;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The Resources test is rolled and failed;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The rules give me, as GM, two options: introduce a twist for the failed test, or allow the test to nevertheless succeed but to impose a condition - I chose to introduce a twist, namely, the constable, and in doing that I weave in past events (namely, the burning down of the Hedge Witch's establishment by the Cinder Imp whom the PCs drove off from Megloss's house) - "living, breathing world!";</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The player responds to the twist, by turning the crowd against the constable - successful Oratory - and thus no further consequence is suffered, but the failed Resources test still stands (as per the rules - in Burning Wheel this is called "Let it Ride" but in Torchbearer it's called "Fun Once");</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The player tries their next purchase, the wooden shovel, and this fails too;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*I therefore introduce another twist, namely, the constable coming back in higher dudgeon - in other words, stepping up the fallout from the earlier test - and give that the mechanical meaning of bringing the town phase to an end.</p><p></p><p>There was no unilateral GM decision-making about <em>whether or not rope, or a shovel, could be purchased</em>, nor about <em>whether or not the PC would get in trouble for his role in the burning down of the Hedge Witch's establishment</em>, nor about <em>whether or not the crowd would take the PC's or the constable's side</em>, nor about <em>whether or not the PC would make an enemy of the constable</em>.</p><p></p><p>In illusionist play, the GM would make a unilateral decision about each of these things, on some basis that is not evident to the players; and would impose that decision without calling for rolls from the player, or regardless of what the player rolls. It's a completely different process of play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9111838, member: 42582"] I don't really know what you mean. Here's an example of a "story now"-ish technique, from my Torchbearer actual play: It's clear to everyone at the table, at each point of play, how events are being introduced and resolved: [indent]*Golin's player declares the attempt to purchase rope; *The Resources test is rolled and failed; *The rules give me, as GM, two options: introduce a twist for the failed test, or allow the test to nevertheless succeed but to impose a condition - I chose to introduce a twist, namely, the constable, and in doing that I weave in past events (namely, the burning down of the Hedge Witch's establishment by the Cinder Imp whom the PCs drove off from Megloss's house) - "living, breathing world!"; *The player responds to the twist, by turning the crowd against the constable - successful Oratory - and thus no further consequence is suffered, but the failed Resources test still stands (as per the rules - in Burning Wheel this is called "Let it Ride" but in Torchbearer it's called "Fun Once"); *The player tries their next purchase, the wooden shovel, and this fails too; *I therefore introduce another twist, namely, the constable coming back in higher dudgeon - in other words, stepping up the fallout from the earlier test - and give that the mechanical meaning of bringing the town phase to an end.[/indent] There was no unilateral GM decision-making about [I]whether or not rope, or a shovel, could be purchased[/I], nor about [I]whether or not the PC would get in trouble for his role in the burning down of the Hedge Witch's establishment[/I], nor about [I]whether or not the crowd would take the PC's or the constable's side[/I], nor about [I]whether or not the PC would make an enemy of the constable[/I]. In illusionist play, the GM would make a unilateral decision about each of these things, on some basis that is not evident to the players; and would impose that decision without calling for rolls from the player, or regardless of what the player rolls. It's a completely different process of play. [/QUOTE]
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