Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
On "Illusionism" (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gorgon Zee" data-source="post: 8994792" data-attributes="member: 75787"><p>It should be pointed out that there is a trivial way for a GM to arrive at an outcome they want, and yet not rely on Illusionism. You simply tell the players that you intend to arrive at a certain outcome regardless. There can then be no more illusion because you have deliberately destroyed the illusion.</p><p></p><p>This may sound like a technical solution that no GM would actually use, but it's actually not a terrible plan in many situations. It tells the players that there's a certain direction or shape to the game, and that the GM has set a "fixed point" that, since they are now aware of, they have <em>more </em>options to work with than if they had been unaware. In fact, for many genres I might argue that setting a known outcome <strong>increases </strong>overall player agency.</p><p></p><p>Let me take a couple of examples. Over the last weekend I had the opportunity to play in a <strong>7 Seas</strong> game with John Wick as the GM. We started out with a scene where we were chasing and fighting a certain opponent. We then jumped back in time 3 days to the search for the creature. So the GM has let us know that a certain outcome will happen. Because of that we, as players can decide not to do things that are pointless, irrelevant or stupid. We (players, not characters) have extra knowledge that means that our decisions are goin to be more effective than if we did not know them. Without that knowledge, many actions would have resulted in the same boring failure states. With the knowledge, we made choices that were always impactful.</p><p></p><p>As a second example, I am running the <strong>Great Pendragon Campaign. </strong>In 45 years Arthur will fight in his last fight, lose and die, ending the campaign. I could use illusionism and keep Arthur alive by GM fiat for the next 45 years, but by telling the players there is a fixed point, they have better agency. They might still decide to oppose and try and destroy Arthur, but they know they will fail so that if they choose to do so, they do so within framework that is know and accepted by all parties.</p><p></p><p>Two examples that I hope are helpful. To me, I'm of the school that says that poetry is better when it is constrained by rules as the requirement to obey the constraint requires the author to be more imaginative. Similarly, to me, setting constraints on player's agency brings out better roleplaying. </p><p></p><p>I realize that there's a situationist - narrativist split in the way people approach "future states". The situationist tends to reject a known outcome unless there's an in-game reason of it (prophecy, time-travel, etc.) For a simulationist, if they want to ensure a certain future state, they have to use illusion as they are supposed to be clockwork designers -- the moment a design is set in motion, their job is to follow the mechanism's progress without interference. But if you and your group leans to narration, setting future states by either GMs or players is a neither unusual, hard to implement, nor requires any form of deception. It's just something you do to ensure that fun happens and you don't miss it because a random dice roll deprived you of it.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8994792, member: 75787"] It should be pointed out that there is a trivial way for a GM to arrive at an outcome they want, and yet not rely on Illusionism. You simply tell the players that you intend to arrive at a certain outcome regardless. There can then be no more illusion because you have deliberately destroyed the illusion. This may sound like a technical solution that no GM would actually use, but it's actually not a terrible plan in many situations. It tells the players that there's a certain direction or shape to the game, and that the GM has set a "fixed point" that, since they are now aware of, they have [I]more [/I]options to work with than if they had been unaware. In fact, for many genres I might argue that setting a known outcome [B]increases [/B]overall player agency. Let me take a couple of examples. Over the last weekend I had the opportunity to play in a [B]7 Seas[/B] game with John Wick as the GM. We started out with a scene where we were chasing and fighting a certain opponent. We then jumped back in time 3 days to the search for the creature. So the GM has let us know that a certain outcome will happen. Because of that we, as players can decide not to do things that are pointless, irrelevant or stupid. We (players, not characters) have extra knowledge that means that our decisions are goin to be more effective than if we did not know them. Without that knowledge, many actions would have resulted in the same boring failure states. With the knowledge, we made choices that were always impactful. As a second example, I am running the [B]Great Pendragon Campaign. [/B]In 45 years Arthur will fight in his last fight, lose and die, ending the campaign. I could use illusionism and keep Arthur alive by GM fiat for the next 45 years, but by telling the players there is a fixed point, they have better agency. They might still decide to oppose and try and destroy Arthur, but they know they will fail so that if they choose to do so, they do so within framework that is know and accepted by all parties. Two examples that I hope are helpful. To me, I'm of the school that says that poetry is better when it is constrained by rules as the requirement to obey the constraint requires the author to be more imaginative. Similarly, to me, setting constraints on player's agency brings out better roleplaying. I realize that there's a situationist - narrativist split in the way people approach "future states". The situationist tends to reject a known outcome unless there's an in-game reason of it (prophecy, time-travel, etc.) For a simulationist, if they want to ensure a certain future state, they have to use illusion as they are supposed to be clockwork designers -- the moment a design is set in motion, their job is to follow the mechanism's progress without interference. But if you and your group leans to narration, setting future states by either GMs or players is a neither unusual, hard to implement, nor requires any form of deception. It's just something you do to ensure that fun happens and you don't miss it because a random dice roll deprived you of it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
On "Illusionism" (+)
Top