Jd Smith1
Hero
DittoAcross the board: don't like it as a player, almost never use it as a DM.
DittoAcross the board: don't like it as a player, almost never use it as a DM.
Random tables are not inherently better than the GM just deciding what the party face. The GM has still decided every single variable on the random table and what the likelihood of it happening is. It’s still illusionism just with a greater range of possibilities.There's advice and game rules for starters. There's also campaign worlds, random tables, prebuilt NPCs, and locations.
Does anyone have specific product recommendations??
I'm sure subscribing to En5ider will provide you with all sorts of things to help a person illuzionize less!
These lines in the sand are growing tiresome. Illusionism is a fine choice for folks who dont mind it. Best avoided for those who do.
I am running a sandbox-style game and designing a homebrew system to support it. My goal is to be a neutral referee. I sometimes call this “campaign as science experiment”. If I put my thumb on things, I am undermining the integrity of experiment (seeing whether the PCs can accomplishment their campaign goal via the play of the campaign). I have some prep, but I rely on the system to enforce my role as a neutral referee.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?
I'm interested in whether you think this goal clashes with "be a fan of the PCs" - or if the latter is important at all in your eyes.My goal is to be a neutral referee.
I disagree about "rolling without a reason to build tension" being bad. In fact, rolling without a reason (or fake rolls) is a good way of disguising real rolls at times when the players, both in and out of character, have as yet no reason to suspect anything's amiss.Same.
Consider it one of the most toxic practices from the Gygaxian advice. Right after punishing players for learning the rules, rolling without a reason to build tension, and lying about dice rolls/fudging.
(Rolling to build tension eventually -- in some cases, almost immediately -- inures players to it... so it's short term only value, long term counterproductive. The rest are toxic.)
It clashes. I won’t say it’s not important, but I will say it depends on the agenda. Just like being a neutral referee is not appropriate for certain styles of play, being a fan of the PCs is likewise not appropriate.I'm interested in whether you think this goal clashes with "be a fan of the PCs" - or if the latter is important at all in your eyes.
Gygaxian advice to change rules because players learned them. In some printings of the DMG:I disagree about "rolling without a reason to build tension" being bad. In fact, rolling without a reason (or fake rolls) is a good way of disguising real rolls at times when the players, both in and out of character, have as yet no reason to suspect anything's amiss.
Fudging is generally bad news.
Not sure what you mean by "punishing the players for learning the rules", though. Can you elaborate?
Later advice (ISTR in Dragon) suggests changing rules to thwart those reading the DMG.AD&D 1e DMG 1979 Revised edition p7 said:As this book is the exclusive precinct of the DM, you must view any non-DM player possessing it as something less than worthy of honorable death. Peeping players there will undoubtedly be, but they are simply lessening their own enjoyment of the game by taking away some of the sense of wonder that otherwise arises from a game which has rules hidden from participants. It is in your interests, and in theirs, to discourage possession of this book by players. If any of your participants do read herein, it is suggested that you assess them a heavy fee for consulting "sages" and other sources of information not normally attainable by the inhabitants of your milieu. If they express knowledge which could only be garnered by consulting these pages, a magic item or two can be taken as payment - insufficient, but perhaps it will tend to discourage such actions.

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