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On "Illusionism" (+)
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<blockquote data-quote="Committed Hero" data-source="post: 8999692" data-attributes="member: 15341"><p>There is a false assertion in the way that the quantum ogre is presented. Most people who are against railroading state that the choice is "encounter the ogre" vs or "encounter nothing." But it can be just as creatively framed: "fight the ogre" vs "parlay with the ogre" vs "avoid the ogre" (or even "turn around") with gradations among these selections, too. I submit there is more choice available in the second instance.</p><p></p><p>I also say that the GM, by placing the ogre in play, has implicitly decided that the presence of an ogre will be a chance for the players to have more enjoyment than if the party was marching down a quiet trail. Or at the very least, read the adventure and decided that it's better than changing the adventure to remove it. The GM is a player and their opinion should count for something, given their knowledge of the campaign.</p><p></p><p>That's what I think when I see bloodtide's mention of dramatic play. I expect more players prefer a dramatic encounter in their session than players who demand a holistic environment. Here's the thing about the latter group - if they suspect illusionism, a GM will never be able to convince them that it's absent unless a random world is being generated in front of everyone's eyes. And even they never describe a good session afterwards with "my autonomy was 100% preserved."</p></blockquote><p></p>
[QUOTE="Committed Hero, post: 8999692, member: 15341"] There is a false assertion in the way that the quantum ogre is presented. Most people who are against railroading state that the choice is "encounter the ogre" vs or "encounter nothing." But it can be just as creatively framed: "fight the ogre" vs "parlay with the ogre" vs "avoid the ogre" (or even "turn around") with gradations among these selections, too. I submit there is more choice available in the second instance. I also say that the GM, by placing the ogre in play, has implicitly decided that the presence of an ogre will be a chance for the players to have more enjoyment than if the party was marching down a quiet trail. Or at the very least, read the adventure and decided that it's better than changing the adventure to remove it. The GM is a player and their opinion should count for something, given their knowledge of the campaign. That's what I think when I see bloodtide's mention of dramatic play. I expect more players prefer a dramatic encounter in their session than players who demand a holistic environment. Here's the thing about the latter group - if they suspect illusionism, a GM will never be able to convince them that it's absent unless a random world is being generated in front of everyone's eyes. And even they never describe a good session afterwards with "my autonomy was 100% preserved." [/QUOTE]
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