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Why defend railroading?
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<blockquote data-quote="Ovinomancer" data-source="post: 8342715" data-attributes="member: 16814"><p>My example was an ogre, but the ogre isn't required -- substitute anything you want, it's about reskinning things anyway. I don't see how a reskin, which avoids direct reuse, somehow ends up worse than a random result giving you exactly the same thing. From the player perspective, 1 is very likely not noticeable but it is reusing the same encounter (mostly), while 2 is 100% clear of intent, but has the appearance of being even worse than 1 because there's no effort to disguise it. The claim you put up in 2) is the same palette shifting you're talking about but even less effective -- "this ogre isn't the same one you'd find on path A, it's a different ogre." I mean, yeah, that looks like what you're talking about even though the GM knows it is.</p><p></p><p>Player perception is really the thing that matters, here. A game full of Illusionism that the players never detect and thoroughly enjoy is a good game, is it not? A game that never touches the stuff but is dull and boring is still a dull and boring game. GM Force isn't bad ipso facto, it's a tool in the kit, and talking about how it can actually be used effectively -- or avoided effectively -- is way better than worrying about the details of "palette shifting" -- which seems to me to be a pretty useful tool to maximize prep, if a terrible name.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8342715, member: 16814"] My example was an ogre, but the ogre isn't required -- substitute anything you want, it's about reskinning things anyway. I don't see how a reskin, which avoids direct reuse, somehow ends up worse than a random result giving you exactly the same thing. From the player perspective, 1 is very likely not noticeable but it is reusing the same encounter (mostly), while 2 is 100% clear of intent, but has the appearance of being even worse than 1 because there's no effort to disguise it. The claim you put up in 2) is the same palette shifting you're talking about but even less effective -- "this ogre isn't the same one you'd find on path A, it's a different ogre." I mean, yeah, that looks like what you're talking about even though the GM knows it is. Player perception is really the thing that matters, here. A game full of Illusionism that the players never detect and thoroughly enjoy is a good game, is it not? A game that never touches the stuff but is dull and boring is still a dull and boring game. GM Force isn't bad ipso facto, it's a tool in the kit, and talking about how it can actually be used effectively -- or avoided effectively -- is way better than worrying about the details of "palette shifting" -- which seems to me to be a pretty useful tool to maximize prep, if a terrible name. [/QUOTE]
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