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<blockquote data-quote="AbdulAlhazred" data-source="post: 6576124" data-attributes="member: 82106"><p>I think what they're calling an 'illusion' is the entire plotline of your story arc. Its an 'illusion' that there is going to be a sacrifice and the arrival of the PCs at the critical juncture is the DM fiat, do you see? If the PCs were to say flog their horses to death (or whatever) in order arrive at the temple sooner would you change the situation when they got there? It sounds like the answer is no, at least not unless the players explicitly expressed that they were intent on arriving with extra time to spare. Even then you might still simply have that time be 'the nick of time'. To YOU its all meaningful in terms of the players directing the plot and you managing the pacing and tension, but to the simulationist mindset its all illusionary hokum, there's no 'real world', no objective time lines and whatnot written down. </p><p></p><p>Of course not even Gygax really did that, much. If you read all the old classic AD&D modules they're almost always arranged so that each room of any plot significance is described as being at a point of maximum drama. You arrive at the Suderholm arena just in time for the big fight, the Steading of the Hill Giant Chief just as the big banquet is getting going, etc. There's no provision in any of these materials for an advancing plot. A few places have timers, a few may have a note about revisiting or visiting at a very different point in time, but fundamentally you always get to a place and its description matches the current situation unless things have changed radically and then its up to the DM to decide on the spot. </p><p></p><p>Anyway, I'm just noting how in a simulationist agenda there are quite a few more ways to 'cheat' than you would account. Much of what you do is anathema to them.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6576124, member: 82106"] I think what they're calling an 'illusion' is the entire plotline of your story arc. Its an 'illusion' that there is going to be a sacrifice and the arrival of the PCs at the critical juncture is the DM fiat, do you see? If the PCs were to say flog their horses to death (or whatever) in order arrive at the temple sooner would you change the situation when they got there? It sounds like the answer is no, at least not unless the players explicitly expressed that they were intent on arriving with extra time to spare. Even then you might still simply have that time be 'the nick of time'. To YOU its all meaningful in terms of the players directing the plot and you managing the pacing and tension, but to the simulationist mindset its all illusionary hokum, there's no 'real world', no objective time lines and whatnot written down. Of course not even Gygax really did that, much. If you read all the old classic AD&D modules they're almost always arranged so that each room of any plot significance is described as being at a point of maximum drama. You arrive at the Suderholm arena just in time for the big fight, the Steading of the Hill Giant Chief just as the big banquet is getting going, etc. There's no provision in any of these materials for an advancing plot. A few places have timers, a few may have a note about revisiting or visiting at a very different point in time, but fundamentally you always get to a place and its description matches the current situation unless things have changed radically and then its up to the DM to decide on the spot. Anyway, I'm just noting how in a simulationist agenda there are quite a few more ways to 'cheat' than you would account. Much of what you do is anathema to them. [/QUOTE]
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