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D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="JamesonCourage" data-source="post: 6575905" data-attributes="member: 6668292"><p>That's *if* the players know that. If you tell them ahead of time, then yup, you're 100% right, no illusionism.</p><p></p><p>If they don't know, and they're simply exploring, and you think "that way is boring, thus I'll just make it the other way," I'd consider that illusionism. Their "choice" didn't matter.</p><p></p><p>Yeah, I'm really hazy on it (because I don't use modules), but I thought I vaguely recalled this happening once when they were exploring a tower, or something? Thunder-something? I might be getting this mixed up, though. And it was around the time that I first recall hearing about the dwarf using his Come And Get It on water, but I don't think in the same location... but again, I'm unsure about pretty much all of this.</p><p></p><p>I guess I disagree with this overall, but I understand where you're coming from. Their choice can be very important, even if they don't know it yet. But that leads us to...</p><p></p><p>I greatly respect backstory, and find it important to the type of game I want to run (though I'll play in either type of game). I see taking away that choice (even if they don't know its importance yet) akin to illusionism. It screams "working my magic behind the scenes to invalidate PC choices to get the result I want" to me. But I do understand how the lack of the players making an informed decision (on, say, right vs left) could make the issue cloudy for some people.</p><p></p><p>But this issue is probably at the root of why I said I might put an argument out that you engage in some form of illusionism. You don't see it as the case, obviously. And while this form of illusionism is softer and more understandable to me, I still can't help but see it the way I described, above.</p><p></p><p>This was also the one where -if I recall correctly- you held off on the sacrifice already being completely for dramatic reasons. That even though the players might be going slow, you wouldn't have them show up to all the villagers being sacrificed already, because that's not interesting.</p><p></p><p>This, again, is something I'd argue is illusionism. Though, again, I understand it: it's more dramatic and thus more interesting. But I think that's what most illusionist GMs think.</p><p></p><p>I agree that the examples of skill challenges from you that I've seen definitely read as non-illusionist.</p><p></p><p>I didn't read it, so I can't comment on it.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6575905, member: 6668292"] That's *if* the players know that. If you tell them ahead of time, then yup, you're 100% right, no illusionism. If they don't know, and they're simply exploring, and you think "that way is boring, thus I'll just make it the other way," I'd consider that illusionism. Their "choice" didn't matter. Yeah, I'm really hazy on it (because I don't use modules), but I thought I vaguely recalled this happening once when they were exploring a tower, or something? Thunder-something? I might be getting this mixed up, though. And it was around the time that I first recall hearing about the dwarf using his Come And Get It on water, but I don't think in the same location... but again, I'm unsure about pretty much all of this. I guess I disagree with this overall, but I understand where you're coming from. Their choice can be very important, even if they don't know it yet. But that leads us to... I greatly respect backstory, and find it important to the type of game I want to run (though I'll play in either type of game). I see taking away that choice (even if they don't know its importance yet) akin to illusionism. It screams "working my magic behind the scenes to invalidate PC choices to get the result I want" to me. But I do understand how the lack of the players making an informed decision (on, say, right vs left) could make the issue cloudy for some people. But this issue is probably at the root of why I said I might put an argument out that you engage in some form of illusionism. You don't see it as the case, obviously. And while this form of illusionism is softer and more understandable to me, I still can't help but see it the way I described, above. This was also the one where -if I recall correctly- you held off on the sacrifice already being completely for dramatic reasons. That even though the players might be going slow, you wouldn't have them show up to all the villagers being sacrificed already, because that's not interesting. This, again, is something I'd argue is illusionism. Though, again, I understand it: it's more dramatic and thus more interesting. But I think that's what most illusionist GMs think. I agree that the examples of skill challenges from you that I've seen definitely read as non-illusionist. I didn't read it, so I can't comment on it. [/QUOTE]
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