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On "Illusionism" (+)
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<blockquote data-quote="aramis erak" data-source="post: 8996063" data-attributes="member: 6779310"><p>No. It's a social contract of the campaign. Straight jacket? Yes, Railroad, no.</p><p></p><p>Depends upon the players. See my above post.</p><p></p><p>No. Again, it's a social contract. <em>At least it is if you obtain informed consent</em>. </p><p></p><p>A, potentially.</p><p>B: absolutely illusionism if done in that mode.</p><p>c; it can be an illusion, or it can be a special ability... </p><p>... I can image the poor, broken body of the duke, taking years to heal his T1-2 vertebral severance, giving orders from a litter, his beguiled knights continuing to enforce his will as he slowly recovers from wounds that would kill any human...</p><p></p><p></p><p>No. Not railroading, if they aren't agreeing to one sole path.</p><p>Looking back at the many D&D modules I've run, most dungeons have a finite number of ways through them, but the player accessible ways are often far fewer.</p><p></p><p>One underground dungeon I wrote up for T&T had 3 possible means of ingress/egress... but only one guarded. (The guarded section used the Toilet float valve mechanism to dump a measured amount of naphthalene upon the door opening individual with the metal door containing a striker throwing sparks down into said fluid. This lead to a hallway 20' long 5' wide separated from a room 20×15' by a fixed array of bars... with guards in the room... a separate bolt, worked from the far wall of the guard room, opened each of the doors on the hallway; a third bolt disengaged the trap.) The two unguarded were less easily traversed... one was the kitchen's hot-flue, the other the cesspit vent. The players never found the cold influx flues for the firepit... The hot flue was 10" across - only the fairy could make it down. The Cespit flue was 15" across... the hobb might have made it. The Wizard made third level, and could have used Slush/Yuck to both put out the fire and go down that way safely. They could have used other means to listen for the code word and use it to bypass the trap. (which they eventually did.) They could have blown the door down... but didn't want to risk it, seeing as the door was 50' under the surface.</p><p>Was that a railroad? In many ways, yes. There were three separate spur routes leading to the switching center (the main hall of the goblinhold)...</p><p>It took them six sessions to break in... and raised them three levels... but they had fun figuring it out. They didn't object to picking a rail for entry... and they slaughtered one and all inside. They didn't even mind the treasure being trapped... a rasta puppet dragon.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8996063, member: 6779310"] No. It's a social contract of the campaign. Straight jacket? Yes, Railroad, no. Depends upon the players. See my above post. No. Again, it's a social contract. [I]At least it is if you obtain informed consent[/I]. A, potentially. B: absolutely illusionism if done in that mode. c; it can be an illusion, or it can be a special ability... ... I can image the poor, broken body of the duke, taking years to heal his T1-2 vertebral severance, giving orders from a litter, his beguiled knights continuing to enforce his will as he slowly recovers from wounds that would kill any human... No. Not railroading, if they aren't agreeing to one sole path. Looking back at the many D&D modules I've run, most dungeons have a finite number of ways through them, but the player accessible ways are often far fewer. One underground dungeon I wrote up for T&T had 3 possible means of ingress/egress... but only one guarded. (The guarded section used the Toilet float valve mechanism to dump a measured amount of naphthalene upon the door opening individual with the metal door containing a striker throwing sparks down into said fluid. This lead to a hallway 20' long 5' wide separated from a room 20×15' by a fixed array of bars... with guards in the room... a separate bolt, worked from the far wall of the guard room, opened each of the doors on the hallway; a third bolt disengaged the trap.) The two unguarded were less easily traversed... one was the kitchen's hot-flue, the other the cesspit vent. The players never found the cold influx flues for the firepit... The hot flue was 10" across - only the fairy could make it down. The Cespit flue was 15" across... the hobb might have made it. The Wizard made third level, and could have used Slush/Yuck to both put out the fire and go down that way safely. They could have used other means to listen for the code word and use it to bypass the trap. (which they eventually did.) They could have blown the door down... but didn't want to risk it, seeing as the door was 50' under the surface. Was that a railroad? In many ways, yes. There were three separate spur routes leading to the switching center (the main hall of the goblinhold)... It took them six sessions to break in... and raised them three levels... but they had fun figuring it out. They didn't object to picking a rail for entry... and they slaughtered one and all inside. They didn't even mind the treasure being trapped... a rasta puppet dragon. [/QUOTE]
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