this thread is about whether what the GM decides to do in the game is all illusion or not.
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The ultimate point I'm making is that once you truly consider the impact of the vast level of decisions big and small that you make as a GM, you are exerting your will in the game space.
I once read
a post on another forum that distinguished four forms of authority relating to the story in an RPG:
Content authority - over what we're calling back-story . . .
Plot authority - over crux-points in the knowledge base at the table - now is the time for a revelation! - typically, revealing content, although notice it can apply to player-characters' material as well as GM material . . .
Situational authority - over who's there, what's going on - scene framing would be the most relevant and obvious technique-example . . .
Narrational authority - how it happens, what happens . . .
"how the story will go" (plot authority)
When I GM, content authority is shared with the players, but more of it is in my hands than theirs (especially once we're going beyond PC backgrounds). Situational authority is primarily in my hands - I frame the scenes (following the leads/hooks from my players), the players engage them via their PCs. Narrational authority is shared, but I do the bulk of the heavy lifting. Plot authority is primarily the result of action resolution mechanics being applied.
Here are some examples from a
recent actual play post. First, GM control over situation:
[T]he PCs cleaned up in the cultists' bathroom and then hurried off to dinner. . .
The PCs arrived late, and were the last ones there. On the high table they could see the Baron, and his sister and brother-in-law, and also Paldemar, their wizard enemy.
Now, some player control over content, plot and narration:
At another point, when the conversation turned to how one might fight a gelatinous cube (Paldemar having explained that he had failed in exploring one particular minotaur ruin because of some cubes, and the PCs not wanting to reveal that they had explored that same ruin after beating the cubes) the sorcerer gave an impromptu demonstration by using Bedevilling Burst to knock over the servants carrying in the jellies for desert. (I as GM had mentioned that desert was being brought in. It was the player who suggested that it should probably include jellies.) That he cast Bedevilling Burst he kept secret (another Bluff check). But he loudly made the point that jellies can be squashed at least as easily as anything else.
And some player control over plot within the context of my control over situation:
Around this time, the challenge had evolved to a point where one final roll was needed, and 2 failures had been accrued. Paldemar, once again, was badgering Derrik to try to learn the secrets of the minotaur ruins that he was sure the PCs knew. And the player of Derrik was becoming more and more frustrated with the whole situation, declaring (not speaking in character, but speaking from the perspective of his PC) "I'm sick of putting up with this. I want Paldemar to come clean."
The Baron said to Derrik, "The whole evening, Lord Derrik, it has seemed to me that you are burdened by something. Will you not speak to me?" Derrik got out of his seat and went over to the Baron, knelt beside him, and whispered to him, telling him that out of decorum he would not name anyone, but there was someone close to the Baron who was not what he seemed, and was in fact a villainous leader of the hobgoblin raiders. The Baron asked how he knew this, and Derrik replied that he had seen him flying out of goblin strongholds on his flying carpet. The Baron asked him if he would swear this in Moradin's name. Derrik replied "I swear". At which point the Baron rose from the table and went upstairs to brood on the balcony, near the minstrel.
With one check still needed to resolve the situation, I had Paldemar turn to Derrik once again, saying "You must have said something very serious, to so upset the Baron." Derrik's player was talking to the other players, and trying to decide what to do. He clearly wanted to fight. I asked him whether he really wanted to provoke Paldemar into attacking him. He said that he did. So he had Derrik reply to Paldemar, 'Yes, I did, Golthar". And made an Intimidate check. Which failed by one. So the skill challenge was over, but a failure - I described Paldemar/Golthar standing up, pickup up his staff from where it leaned against the wall behind him, and walking towards the door.
Now we use a houserule (perhaps, in light of DMG2, not so much a houserule as a precisification of a suggestion in that book) that a PC can spend an action point to make a secondary check to give another PC a +2 bonus, or a reroll, to a failed check. The player of the wizard PC spent an action point, and called out "Golthar, have you fixed the tear yet in your robe?" - this was a reference to the fact that the PCs had, on a much earlier occasion, found a bit of the hem of Paldemar's robe that had torn off in the ruins when he had had to flee the gelatinous cubes. I can't remember now whether I asked for an Intimidate check, or decided that this was an automatic +2 bonus for Derrik - but in any event, it turned the failure into a success. We ended the session by noting down everyone's location on the map of the Baron's great hall, and making initiative rolls. Next session will begin with the fight against Paldemar
I don't know how this relates to the players succeeding or failing - even if the player of the wizard hadn't spent an action point, and hence the skill challenge had failed, and hence Paldemar had just walked out (contrary to the wishes of Derrik's player), the players would still have succeeded in creating an interesting story. And their PCs would still have got a lot of what they wanted (the Baron onside, their secrets safe from their wizard enemy).
It is an example of the play that is not illusionist. That is, the apparent impact of the players' choices on the direction of the game is not illusory.