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<blockquote data-quote="bloodtide" data-source="post: 8975121" data-attributes="member: 6684958"><p>I can take this definition, as I see the big part is the offering. This is a big problem a lot of DM do is that they keep offering the players choices, even more so when they don't want too. So the answer is simple enough: If the DM wants anything to happen or not happen, don't add in any player choice. Simply keep things separate from the players choice. </p><p></p><p>But here you cross over with Improv. A lot of DMs don't write down every tiny detail on a map. They just make up stuff as the players pick a direction. Your making it sound like Improv is Illusionism and is wrong.</p><p></p><p></p><p>Again, this steps on the toes of Improv. Not every DM can make a stat block in seconds. And even talking a bit of time, like ten minutes, it can be hard to fill in all the details, and more so fill in all those details perfectly. Your making it sound like Improv is Illusionism and is wrong.</p><p></p><p></p><p></p><p>This might be going too far. There are only three choices here: the DM decides, the DM rolls at random, or the DM makes up a massive timeline. Most of the time it is simply impossible for a DM to make such a time line. There are a couple ways to do things at random, but a lot of DMs don't like giving up control of the game to the dice. </p><p></p><p>And, there is no fix for the problem that even if the DM had set the round the next force arives a year before the game or just rolls some dice at random and it happens at a time the players don't like, they will still complain.</p><p></p><p></p><p>I would say it is hard, but it's not impossible.</p><p></p><p></p><p>The bit of the flaw here is the DM simply can not have a desired outcome.</p><p></p><p>I'm not sure most players would catch on. Really there are only a handfull of the hard core players that are always actively looking for things the DM is doing that they can complain about.</p><p></p><p></p><p>There is the Third Option: Randomess. If the DM leaves nearly everything up to the dice, you need no illusions.</p><p></p><p></p><p>This is a classic and very old complaint of "when" can a DM change anything. Like the day before the game the DM makes an Orc Squad. Then the next day of the game, once the combat starts, the DM sees that they made a mistake, or an error, or forgot something or such. So can they change it? Many would say "no" . Many would say the DM just has to "live with it". </p><p></p><p>Though overall, this is not a big point. The DM can just make the NEXT group of orcs tough.</p><p></p><p>The answer here is just for the DM to make things ahead of time that have a good chance of directing something, but not forcing it. </p><p></p><p>And even better: simply not giving the players a choice. No choice, No Illusionisum.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8975121, member: 6684958"] I can take this definition, as I see the big part is the offering. This is a big problem a lot of DM do is that they keep offering the players choices, even more so when they don't want too. So the answer is simple enough: If the DM wants anything to happen or not happen, don't add in any player choice. Simply keep things separate from the players choice. But here you cross over with Improv. A lot of DMs don't write down every tiny detail on a map. They just make up stuff as the players pick a direction. Your making it sound like Improv is Illusionism and is wrong. Again, this steps on the toes of Improv. Not every DM can make a stat block in seconds. And even talking a bit of time, like ten minutes, it can be hard to fill in all the details, and more so fill in all those details perfectly. Your making it sound like Improv is Illusionism and is wrong. This might be going too far. There are only three choices here: the DM decides, the DM rolls at random, or the DM makes up a massive timeline. Most of the time it is simply impossible for a DM to make such a time line. There are a couple ways to do things at random, but a lot of DMs don't like giving up control of the game to the dice. And, there is no fix for the problem that even if the DM had set the round the next force arives a year before the game or just rolls some dice at random and it happens at a time the players don't like, they will still complain. I would say it is hard, but it's not impossible. The bit of the flaw here is the DM simply can not have a desired outcome. I'm not sure most players would catch on. Really there are only a handfull of the hard core players that are always actively looking for things the DM is doing that they can complain about. There is the Third Option: Randomess. If the DM leaves nearly everything up to the dice, you need no illusions. This is a classic and very old complaint of "when" can a DM change anything. Like the day before the game the DM makes an Orc Squad. Then the next day of the game, once the combat starts, the DM sees that they made a mistake, or an error, or forgot something or such. So can they change it? Many would say "no" . Many would say the DM just has to "live with it". Though overall, this is not a big point. The DM can just make the NEXT group of orcs tough. The answer here is just for the DM to make things ahead of time that have a good chance of directing something, but not forcing it. And even better: simply not giving the players a choice. No choice, No Illusionisum. [/QUOTE]
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