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<blockquote data-quote="Fifth Element" data-source="post: 5180782" data-attributes="member: 48135"><p>The problem I have with this definition is this. Say I have an adventure designed, and on the drive over to the game session, I see a billboard that makes me think of ogres for whatever reason, and decide that I should change the trolls I had originally planned on using into ogres, because I think it will work better.</p><p></p><p>This seems to fit your definition of illusionism. But to me that's just part of adventure design. I may change things around several times in an adventure before running it, and some changes are based on external sources of inspiration. When is the adventure set, such that any future change may be called illusionism?</p><p></p><p></p><p>Indeed, and I certainly engage in (what I would call) illusionism at times in my games. It's just part of the DM's toolbox as far as I'm concerned. But if everything is illusionism on some level, doesn't that make it a meaningless distinction?</p><p></p><p></p><p>Why would the source of inspiration matter? If I get an idea from a TV show or a book, what's the difference?</p><p></p><p>Perhaps there's still some confusion as to what I mean. If I change something to mind flayers, it's not like I describe the scene with trolls, and then one player says "You know what would be cool? Mind flayers!" and I say "Yeah, you're right! Let's make it mind flayers instead!" I'm talking about player comments (typically to other players) during the game that I use in the adventure design (not necessarily right away, it could be sessions later for adventures I hadn't designed yet at the time) because it sounds like a good idea.</p><p></p><p>I see illusionism as something like a magician's force - the illusion of choice. That's not what I was talking about.</p></blockquote><p></p>
[QUOTE="Fifth Element, post: 5180782, member: 48135"] The problem I have with this definition is this. Say I have an adventure designed, and on the drive over to the game session, I see a billboard that makes me think of ogres for whatever reason, and decide that I should change the trolls I had originally planned on using into ogres, because I think it will work better. This seems to fit your definition of illusionism. But to me that's just part of adventure design. I may change things around several times in an adventure before running it, and some changes are based on external sources of inspiration. When is the adventure set, such that any future change may be called illusionism? Indeed, and I certainly engage in (what I would call) illusionism at times in my games. It's just part of the DM's toolbox as far as I'm concerned. But if everything is illusionism on some level, doesn't that make it a meaningless distinction? Why would the source of inspiration matter? If I get an idea from a TV show or a book, what's the difference? Perhaps there's still some confusion as to what I mean. If I change something to mind flayers, it's not like I describe the scene with trolls, and then one player says "You know what would be cool? Mind flayers!" and I say "Yeah, you're right! Let's make it mind flayers instead!" I'm talking about player comments (typically to other players) during the game that I use in the adventure design (not necessarily right away, it could be sessions later for adventures I hadn't designed yet at the time) because it sounds like a good idea. I see illusionism as something like a magician's force - the illusion of choice. That's not what I was talking about. [/QUOTE]
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