MGibster
Legend
They're going to encounter the merchant no matter where they go.I don't see how this is illusionism.
They're going to encounter the merchant no matter where they go.I don't see how this is illusionism.
That is an interesting question: how does illusionism interact with "the hook." I feel like it might be a special case since "the hook" is a necessity (at least for games where adventures happen rather than wanderings).They're going to encounter the merchant no matter where they go.
(I know, I said I was not going to get involved in this again but Will check failed) This, I think supports my belief that the play agenda and table style (social contract ) matters.I don't see how this is illusionism.
Yes, this is true: The GM is the Engine of the whole Game Word. It's really a basic part of being a GM. There is no one else in the game to do it.A lot of illusionism - or advocacy for illusionism - seems to rest on a premise that all the "engine" for play has to come from the GM.
That can be the case, but it doesn't have to be the case.
I know Railroading has a "bad name", and I'm trying to change it. Like most things it can be used for good and bad.This is where I am. I don't believe I railroad players, rather I set up the situation, I know exactly what's going to happen if the player's don't interfere, and I leave them free to decide how best to handle things. Like I said earlier in the thread, it's only railroading if you don't allow players to make meaningful choices. If I want to introduce an adventure hook, it's necessary for me to contrive a situation where it's introduced. Instead of ogres, maybe it's a merchant with a broken wagon. It doesn't matter which direction the PCs go in, they're going to encounter this merchant, but it's up to them what they do at this point.
It's normal enough for players with characters "on a mission/quest" to ignore side things. Really a DM should avoid such things.You would think so, but I've had occasion to see my players avoid encounters and plot hooks during campaigns and even strangers at one-shots at my local gaming store.
This does make my point that: Things Must Happen. The fictional game world in a simulation must move, live and breathe to feel real. If not your left with the video game world where NPC X just "says" to the PCs some boxed text any time the PCs get within five feet of him.If, for example, you opened the session with the scene with the merchant, would that somehow count as illusionism or railroading, as opposed to if you had it happened 10 minutes into the session?
I don't think this scene is necessary in an game session unless the PCs' choices require it.Again, it's exactly like the fiction in media: no matter what bar the hero goes to, the bad guys will be there waiting so there can be a cool bar fight scene. This is 100% fake and an illusion and a railroad: but it MUST happen. The fight scene at the bar is a cool action scene....and it's the type of thing people watching the action movie WANT to see. So the "movie logic" makes it happen, and no one in the movie questions it in-universe.
It depends on what is being played. The nature and style of the campaign matter. For instance, I am a player in Dragonlance: Shadow of the Dragon Queen, and there are (I have not read the actual adventure) 3 key scenes at the beginning that the characters must engage with to progress the adventure. Their engagement and behaviour in these scenes give the PCs the narrative connections to receive the quests that progress the next part of the adventure.I don't think this scene is necessary in an game session unless the PCs' choices require it.
But this is the problem with the Video Game Style of game: The whole world is Frozen in Time, unless the player characters are there to Unfreeze time.I don't think this scene is necessary in an game session unless the PCs' choices require it.
I stumbled across this blog post and thought it might be fun to talk to ENWorld about Quantum Ogres and the Illusion of Choice.
If you don't want to click through, the tl;dr is that Illusionism Is Bad. The author is responding to a different blog -- one that advocated for what is being referred to as the Quantum Ogre.
So to start: how do you feel about illusionism in your games? Do you feel differently about it as a player versus a GM? Does it vary with the game? With the group? With the session?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.