I generally don't like this kind of illusionism, as a player or GM., or if I want to make it look like something is-was in doubt when in fact it was a foregone conclusion.
I'm very big on having player knowledge and character knowledge match up, meaning that if the PCs think something might have been in doubt I want the players to also think that, even if in fact it never was.I generally don't like this kind of illusionism, as a player or GM.
I don't know if this is true. I think a lot of people who enjoy the storytelling and roleplaying enjoy open dice rolls as a way to add random elements to the story. I know as both a DM and player I know it's pretty boring when the story is just going through predictable beats. Great stories often emerge from the chaos of dice rolls.I feel like this discussion usually simplifies into a discussion between those that prefer to focus on the "game" aspect of RPGs (roll in the open) and those that focus more on role-playing/storytelling (those that want a shield with which to fudge). As said, that is a generalization but I think it is more often true than not.
I think this shows you have little faith in your players to act accordingly between character and the meta. You think these tricks are aides, but really they are just GM enforcement of illusion.I'm very big on having player knowledge and character knowledge match up, meaning that if the PCs think something might have been in doubt I want the players to also think that, even if in fact it never was.
That is even worse. You will let them spin their wheels after a few attempts on something that ought to reveal itself as impossible.For example, if I-as-DM know the creature the PCs are trying to tame is already under someone else's Domination effect (or is someone else's familiar!) then I-as-DM know going in that the PCs' attempts to tame it are doomed to failure. BUT, neither the players nor the PCs know this and so the requisite dice are rolled on both sides of the screen; and only on a really good player-side roll that still fails might any suspicion arise that all maybe isn't what it seems.
it's nothing about illusionism, it's just that the world doesn't deign to tell people when they're attempting something impossible.I think this shows you have little faith in your players to act accordingly between character and the meta. You think these tricks are aides, but really they are just GM enforcement of illusion.
That is even worse. You will let them spin their wheels after a few attempts on something that ought to reveal itself as impossible.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.