AbdulAlhazred
Legend
And now we get to the NUT of the OP's original question! It has been called 'illusionism' and 'GM Force' when the GM presents the same encounter to the players regardless of where they go. But what if I said to you this is incoherent? I present to you the thesis that THE GAME WORLD DOESN'T EXIST. What does exist? The NARRATIVE! So it is impossible to say that the GM gave you the same encounter either way. The players chose the Grim Chasm, and they got spiders. They never chose the Gnarly Forest! THERE ARE NO SPIDERS AWAITING THEM THERE. In fact there is NOTHING there, because it is an unexplored terra incognita within the narrative of the game, which is the only thing that is actualized and thus exists.I think that what matters most is that the players’ choice has an impact. So if the GM has presented a forking path in their road and says that one goes into the Dark Forest and the other heads to the Grim Chasm, then the results of that choice should be different in some way that matters.
So, if the GM has prepped an encounter with giant spiders in the forest and one with Tuscan Raider type sandpeople in the Grim Chasm, that’s not illusionism despite the fact that these encounters are preset. Nor would it be illusionism if the GM took the choice into consideration, and then crafted an encounter based on that choice.
Where it could be illusionism is if the GM has an encounter with some ogres planned and it happens in the Forest or the Chasm. Likewise, if the GM is crafting details on the fly and uses the same enemy stats, but simply labels the enemies by a different name. So his 2HD humanoids that have a +2 to hit are Orcs in the Forest or Sandpeople in the Chasm....that’s illusionism as well, I’d say.
There needs to be meaningful difference. At the very least the terrain of the encounters and therefore the difficulty should vary.
There can be lots of other factors that can be brought to bear on this...travel time, treasure gained, information learned or known ahead of time....many others. These things can enhance or diminish player agency.
But at it’s very core, it boils down to their decision mattering to the fiction and the game. Can things go differently if they take Option A instead of Option B?
Certainly from the player's perspective there was no 'force' applied, no illusion at all. The only question, in my thesis, which can be asked, is whether or not the players got WHAT THEY WANTED. Did they encounter a narrative of a type and character which they had asked to be served up by the GM? Did it meet their genre expectations? Did the milieu seem coherent enough to be described and for sufficient suspension of disbelief? Did they 'play to see what happens' when they explored the Chasm? Was it dramatic? These are good questions!
None of this is to say that illusionism and force cannot and do not exist in some forms. It is just to say that we need to be careful, because if we aren't, we will be deluding ourselves by talking about literally non-existent things. See, we cannot even say for certain that the GM WOULD HAVE put the spiders in the Gnarly Forest. That is not a path that REALITY ITSELF took! It is just as unreal, even at the game table, as the imagined world of the narrative is unreal. Yes, the GM might have fully intended to do that, and we might rightly predict it, but he didn't do it. We will never know. You cannot condemn people for things they haven't done. This is a fundamental rule of ethics.