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Topic: What is Illusionism?
Started by: Le Joueur
Started on: 3/14/2002
Board: RPG Theory


On 3/14/2002 at 11:46pm, Le Joueur wrote:
What is Illusionism?

Since I started this,

Le Joueur wrote: What about the above: "using any illusion to cause the players to believe they caused a story, when they have not."? No subcategories, no planning implied, no dysfunctional language, clear and right to the point. Does it work for you, and if not, how 'bout let's start another thread on it?
Le Joueur wrote:
Steve Dustin wrote: When I see the term Illusionism, I see it as meaning total GM control over the story (which is not depend on when a story is planned or whatever the ultimate result of that play will be). To me, that's what is important about using that term. It doesn't take much to add a caveat (with or without player approval), but it does take a lot to redefine many narrow terms over and over, in relation to one another.

Only one problem, where are the illusions?

I might as well take it to another thread, eh?

Okay, let's get out the debating tools. Really, what is Illusionism?

In an excerpt of the original article, Mithras wrote: I [was] wondering, however, about narrativism in general, refereeing a great story, and I've sort of come to the conclusion that a great referee is a great illusionist.

I prepare the bare bones of a dramatic plot and we start gaming. If the players start screwing around and avoiding my plot I don't often indulge them and create an entire new plot on the fly. I twist, I deceive, I back-track and lie - I create the illusion that what they're doing is all part of the plot, and *wrap the plot around them*. All referees do it. They have to.

So what I try to do in advance is to create this illusion of total free choice in advance of the campaign. In a scenario, I work hard to pull, push and cajole the players into reaching the goal of the plot, but this is often an easy task.

Harder, is to give the players the feeling that they are forging ahead through their character's lives in any direction they choose. Most referees (myself included) present and play one scenario after another in a linear fashion. The players go along with the scenario and play to its conclusion.

[Personal example edited.]

The illusion of freedom.

Now Mithras might have been a little heavy with the "All referees do it" stuff, but he's definitely on to something.

I can't really edit the following so I leave Ron's latest comment on the topic as a link: Intuitive Continuity, help yourself.

Now before we go much farther, I need to go on record saying that the tightest, most concise definitions are to my taste (but no restriction on this conversation). I believe they avoid constant addendums, permutations, and other blurring of their focus. If you can't put it simply, break it into several words then.

That being said; I must again submit "Illusionism (as it applies to gamemastering) - The use by the gamemaster of any kind illusion (falsehood, fiction, or otherwise) to create in that gamemaster's players, the belief that they have been the cause of a story, when in fact the story comes entirely from the gamemaster."

Points to note:

• The time of the story's creation is unspecified.
• Illusion (falsehood, fiction, or otherwise) must have been practiced.
• Illusionism is not described as dysfunctional.

This means that you cannot practice Illusionism with player awareness, as it is self-contradictory. This also means that, while it may be rather difficult, it can be practiced successfully.

Considering all that, I personally believe that the practice of Illusionism (as described above) is inherently difficult and can only become moreso over the long term under the theorem "Oh what a tangled web we weave, when we first practice to deceive." I also believe that the instant of 'disillusionment' (when the players become disillusioned about who is actually creating the story) is the point at which Illusionism becomes patently dysfunctional.

There are some common mistakes I see people making based on this description.

• Assuming that player complicity is not an issue and that players can knowingly be the victims of Illusionism.

This fails because they do not believe they are the cause of the story.

• Identifying all illusions as Illusionism.

Note above it specifically says "use...of...illusion...to create...the belief." This means that illusions used for something other than to create such a belief are not Illusionism, just being plain ordinary illusions.

• Thinking that, just because players have become accustomed to having an Illusionist gamemaster and have habits that make his practice easier, means that they are complicit in the Illusionism.

This fails because the players still don't know.

• Believing that if its common or widespread, it must be easy to keep functional.

I can't say how many times I have had to suggest sharing the story creation to unsatisfied gamemasters, I really don't see this as a lasting trend (at least not around where I am), it seems more like anecdotes from the lucky few who have mastered it.

• Considering that Illusionism is a subsection of Simulationism.

I have to argue, based on the above description, you really could be an Illusionist gamemaster with Narrativist players. (It might be an astounding piece of work to marginalize all their story contributions without them 'catching on,' but I don't see why it can't be done.)

• Adopting the term just because it's so darn sexy; "Hey baby, I'm a 13th level Illusionist, wanna play my game?"

Having a concise description will allow this kind of self-delusion to be put off.

Ultimately the question I am pressing here (because of I am not sure on the application of another terminology) is, considering those things that other people believe are a part of Illusionism, that are clearly not in my description of it, what, if anything, does not fall into the realm of 'vanilla Narrativism' explicitly?

That which is neither in my version of Illusionism nor in Ron's definition of 'vanilla Narrativism,' would be exactly the parts I would need to consider in order to be swayed from my description. Barring any such thing, can we safely say that I have given Illusionism it's permanent Forge description?

Fang Langford

p.s. In case anyone needs them (heaven knows I do), here are the pertinent links describing 'vanilla Narrativism:'
Ron Edwards wrote: Vanilla Narrativism
Dramatism as Vanilla Narrativism
Abashed Vanillaism
Intuitive Continuity


p. p. s. I should also state for the record, I have serious issues with the full exploitation of the GNS and with the term Illusionist anyway. I simply posted this article in the name of fairness and to promote clarity and discussion. Privately, I plan to continue to avoid using Illusionism to describe any kind of gaming as well as any terms in the GNS. Don't take fluency to mean acceptance on my part.

[Editted to add another 'common misconception.']

Forge Reference Links:
Topic 14955
Topic 818
Topic 1585
Topic 1397
Topic 1575

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On 3/15/2002 at 12:39am, Steve Dustin wrote:
RE: What is Illusionism?

Wow, that was a thick post.

Quick question, Fang (I don't know why I didn't think of this earlier), if you go see a stage magician perform tricks, don't you usually know they are illusions to begin with? If you know, do they cease to be illusions?

Why is it you don't have to know its an illusion in roleplaying for it to be one?

I still stick with my general statement: same techniques, same result, same thing. I don't think the issue of player complicity is important.

Frankly, when you say that when a game will end differently, although its played the same way, I have to take your word for it without some evidence. I think you are trying to find a way to wrap up satisfaction with a technique and I don't think that's a good idea.

Now, I'll let the experts define illusionism. I just don't think its useful if it describes something that is similar, with the caveat the players are being lied to. That's a communication problem, and should be separated from the issue of roleplaying technique.

Steve

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On 3/15/2002 at 3:18pm, Le Joueur wrote:
???

Steve Dustin wrote: Wow, that was a thick post.

Apparently my specialty.

Steve Dustin wrote: Quick question, Fang (I don't know why I didn't think of this earlier), if you go see a stage magician perform tricks, don't you usually know they are illusions to begin with? If you know, do they cease to be illusions?

That's because stage magician is not a gamemaster! If you must use a non-gaming metaphor, try the old con game. Is it still a con if you know what they're up to? Hell no!

The main problem here is your refusal to consider my point that not every illusion comes from an Illusionist.

In simplest terms:

All illusions do not equal Illusionism.

Illusions used to disguise who's story it is equal Illusionism.

Why are you failing to acknowledge this point?

Steve Dustin wrote: I still stick with my general statement: same techniques, same result, same thing. I don't think the issue of player complicity is important.

That would be true if you could show that the results were the same every single time for everyone. I know your results vary, but you can't stereotype what happens to you onto everyone else.

In my experience there are three "results:"

• The game ends or is quit relatively early.
• The game goes on for a while and it becomes progressively more difficult for the Illusionist to 'pull it off.'
• The players reach a point of 'disillusionment.'

You seem to have relatively pliable players who've learned the habits that make number 2 possible, but it should be obvious by that lack of supporting testimony, that this is far from common. (In fact, I might go so far as to point out that that 'pliability' may, in fact, be what's making your games "boring.") The fact that you are getting fed up with it, indicates things will probably end in a delayed version of number 1.

None of that is possible if the players know it's the gamemaster's story exclusively. (Okay, number 1 is always possible.) It can't become harder because you don't need to cover 'the rough edges' of one illusion with another; the players know to turn a blind eye. Number three is not possible because there isn't any 'illusionment' in the first place.

Why will you not even consider this point? These results are markedly different! Is it because you do not like the 'vanilla Narrativism' label?

Steve Dustin wrote: Frankly, when you say that when a game will end differently, although it's played the same way, I have to take your word for it without some evidence. I think you are trying to find a way to wrap up satisfaction with a technique and I don't think that's a good idea.

Please don't resort to the old internet hack, 'I won't even consider your point, unless you can provide proof.' First of all, I have (my own experiences), but you have ignored it (as is easy on the internet). Secondly, you can't prove anything on the internet!

As for the "satisfaction" issue, where in the above definition do you see "satisfaction" as an issue? Back in the other thread, I already owned up to the fact that some people can make Illusionism work and dropped the 'dysfunctional' issue. I don't believe there's any argument against the idea that Illusionism is difficult (as many have attested), and I think I support the theory rather well that it becomes progressively moreso.

Now, it's my turn to ask you a question; why are you having so much trouble even acknowledging that 'not telling the players' is inherently a 'different technique' that cannot avoid having 'different results?' Are you so married to the idea that you practice Illusionism no matter how anyone tries to describe it that you will do nothing but either ignore their points or denounce their discussion?

I'm trying to be reasonable here, but you aren't even dignifying my remarks.

Fang Langford

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On 3/15/2002 at 4:38pm, Ron Edwards wrote:
RE: What is Illusionism?

Hey,

I call for a settle-down. It's time for all of us to check out old Illusionism threads, to get up to the same speed about what's been said and what hasn't, and to avoid getting hung up on what exactly that guy just said that isn't exactly what you just said.

As was made clear in another thread, the Illusionism definition needs to be clarified anyway. It seems to me, at this point, that we are working with a sensu lato vs. sensu stricto situation. It also seems to me that we need to distinguish very carefully between deception and illusion, as well as functional vs. dysfunctional; none of these pairs are synonyms.

But most importantly, take a break. Take TWO breaks. Fang, remember that Steve is new to the Forge and still feeling out how we deal with things. Steve, be sensitive to when a person does not receive the acknowledgment they need that they are being heard.

Best,
Ron

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On 3/16/2002 at 4:15pm, Seth L. Blumberg wrote:
What am I?

I don't think any of my players harbor any mistaken beliefs about the locus of authorial power in my games. Hell, a few weeks ago (after I'd just read Ron's essays and some of the more interesting old threads here), I came out and told my players that I was in charge of the plot, and none of them argued or even looked askance.

I've always identified myself as Illusionist, because the majority of my GMing effort is aimed at preserving the appearance that PC actions have a major impact on the plot, when in fact most of the plot decisions are mine alone. (I say "most" because I often let player decisions create new subplots, if the direction that the player is exploring seems interesting to me but isn't part of the existing plot; once a subplot has been created, however, I am firmly in control of where it goes.)

No one's lying to anyone, though.

So, Fang, tell me this: if I'm not an Illusionist GM, what am I?

(And don't tell me I'm a Vanilla Narrativist. My players aren't creating the plot, except by accident.)

{edited to insert my real name, which is Seth L. Blumberg, in accordance with policy}

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On 3/16/2002 at 5:53pm, Walt Freitag wrote:
RE: What is Illusionism?

I think Metal has good points. To generalize: the main purpose of all the illusions in my illusionary practices is not to deceive players into thinking something is true; it's to avoid unnecessarily reminding them that it isn't. That's a big difference.

- Walt

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On 3/17/2002 at 12:52am, Le Joueur wrote:
Re: What am I?

Metal Fatigue wrote: I don't think any of my players harbor any mistaken beliefs about the locus of authorial power in my games. Hell, a few weeks ago (after I'd just read Ron's essays and some of the more interesting old threads here), I came out and told my players that I was in charge of the plot, and none of them argued or even looked askance.

According to my understanding of Narrativism, a lot depends on whether the player value story. Are they playing for the story (even if its yours) or are they 'exploring?'

It does really matter either way if they don't argue or look in askance, it's about whether their into story-intent or story-result. Are they now aware that you are working for story-intent or do they stick by liking the story-result. (Story-intent is going into it manipulating the 'literary' elements to create a story from the beginning; story-result is 'looking back' and seeing what a good story was made. "Illusioned" players believe it was the accidental result of their own choices and not 'forced.')

Metal Fatigue wrote: I've always identified myself as Illusionist, because the majority of my GMing effort is aimed at preserving the appearance that PC actions have a major impact on the plot,

Again the real question would be are you manipulating the plot (guiding the story-result) or have you created (are creating as you go) the plot (vending the story-intended)? The latter would be Illusionism, the former (I think) would be Simulationism to 'explore story.'

Metal Fatigue wrote: when in fact most of the plot decisions are mine alone. (I say "most" because I often let player decisions create new subplots, if the direction that the player is exploring seems interesting to me but isn't part of the existing plot; once a subplot has been created, however, I am firmly in control of where it goes.)

I'm going to have to guess this is 'drift' towards Narrativism of some kind, unless the players have no concept of these "new subplots" as features of story, otherwise it'd probably still be Simulationism 'exploring story,' with slight more sharing of 'control' then you have heretofore described. This outline is a little to vague, I'd probably have to actually sit in on your group to 'get a handle' on what you are doing. (The best I can do here is describe how to tell what from which and let you figure it out; it's really about 'self-diagnosis.' For that matter, as I understand it GNS and its application to Illusionism is almost entirely for those whose gaming experience is unsatisfying; are you having problems?)

Metal Fatigue wrote: No one's lying to anyone, though.

So, Fang, tell me this: if I'm not an Illusionist GM, what am I?

Like I said, it mostly comes down to the expectations of those who come to the table. If all present are there because of the story-intended (whether passively giving proxy to the gamemaster or otherwise), it's either former-Illusionism or 'vanilla Narrativism.' If the players are there because they like the story-result and their exploration (guided by gamemaster illusion) is Simulationist to them, then it would be Illusionism.

I have even seen permutations where the players operate entirely in a Simulationist mindset (basically exploring whatever is given them) and consider the best runs those which they didn't know that the gamemaster was working entirely towards a story. That would be Illusionism according to the above description, but mostly because the players habitually ignore 'disillusionment.'

I personally tend to run what would have to called 'unconscious vanilla Narrativism,' because I spend most of my time skewing everything towards thematic unity (if the theme addresses issues of betrayal, every non-player character and situation is colored in some way that either is affected by betrayal, represents betrayal, of interacts with the betrayal of or by the player characters) that the players are unaware of. I'm not terribly concerned with where the story is going, concentrating instead on the subconscious cues that the players give for whom they expect the tension spiral to focus on. I use Dynamic Status Quo and 'Ecological Leveling' (a technique I will be describing sometime in the next few months down in the Scattershot forum) to supply the 'raw materials' that I apply thematic 'charge' to before bringing into play. The conflicts the player characters address are the players' choices (although not often surprisingly related to their Sine Qua Non or Precipitating Events - sorry, more later on these in the Scattershot forum - that, incidentally, are crafted with thematic bias by the players), I serve the tension spiral and take on the roles of the non-player characters. The 'plot' is some strange creation of what I see the player's wanting. (One reason I recognize it as not being Illusionism is my players are familiar with me occasionally stopping and asking where the heck they think the story is going.)

Metal Fatigue wrote: (And don't tell me I'm a Vanilla Narrativist. My players aren't creating the plot, except by accident.)

I still think that for it to be 'vanilla Narrativism' the players must 'want' a story as in story-intent. If they're happy with what appears to be story-result, then it rings very like Illusionism. (Of course only a participant could render a final judgement, I disqualify my suggestions as an exploration of the diagnostic principles, not as actual diagnosis.)

wfreitag wrote: I think Metal has good points. To generalize: the main purpose of all the illusions in my illusionary practices is not to deceive players into thinking something is true; it's to avoid unnecessarily reminding them that it isn't. That's a big difference.

I am highly dubious about trying to find any difference between not "unnecessarily reminding" and 'deceiving.' Unless you explain it more, these two practices sound completely identical except in the former you are deceiving yourself as well.

Fang Langford

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On 3/17/2002 at 1:20am, Valamir wrote:
RE: What is Illusionism?

Well I can't be sure Fang, but it seems to me that you are clouding the definition of Narrativism greatly in your quest to define illusionist play.

If the players are not participating in the creation of the story. If THEY (not solely the GM) are not making decisions based on focusing the plot on the Premise. Then it is NOT Narrativism.

There is nothing I see in Seth's description of play that I'd remotely tie to Narrativism. GM controling everything is not, and can not be Narrativist.

The definition of Illusionism to me is simple. If the players believe that the plot is evolving because of their own actions, but actually their actions are being subtly and cunningly redirected back to the plot envisioned by the GM (at least the main branches of it) then it is Illusionist play.

I'm really failing to see how this debate can contine on and on. Is there an illusion of free will or not? If the players KNOW they have no free will then there is no illusion and its not illusionist. If the players actually HAVE free will then there is no illusion and its not illusionist. I really think this discussion is making the issue far more complex then it needs to be.

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On 3/17/2002 at 1:45am, Le Joueur wrote:
What Do They Want?

Valamir wrote: If the players are not participating in the creation of the story. If THEY (not solely the GM) are not making decisions based on focusing the plot on the Premise. Then it is NOT Narrativism.

I don't believe participation in story creation is required by Narrativism. I think the minimum requirement is making decisions 'for story's sake.' I think it's unfairly limiting to say that Narrativism compels everyone present to participate in story creation. I think that flies in the face of Ron's statement that you can stay squarely in Actor stance (my-guy mode) most of the time and still be Narrativist. My understanding of 'vanilla Narrativism' is that the players 'stay away' from this direct participation, but still place importance on story-intent, whether they participate or not.

Valamir wrote: There is nothing I see in Seth's description of play that I'd remotely tie to Narrativism.

That's the problem, his description is too limited. I don't see much of an argument for Illusionism either. As I said, I can't say what he has based on this little information; I'd probably have to be there. All I can do is talk about how one concludes what they're doing (using what he has written as the example).

Valamir wrote: GM controlling everything is not, and can not be Narrativist.

I can't speak as an expert, but I believe you can be a Narrativist player without ever controlling more than your character (Author and Director stance are not requirements, so I have heard). If all the players are like that then you have a Narrativist game with complete gamemaster control. I understand the important aspect is priority on story-intent.

Valamir wrote: The definition of Illusionism to me is simple. If the players believe that the plot is evolving because of their own actions, but actually their actions are being subtly and cunningly redirected back to the plot envisioned by the GM (at least the main branches of it) then it is Illusionist play.

Then we completely agree? The subtle, cunning redirection is the use of illusions in the service of "redirecting" the plot as envisioned by the gamemaster. The enforced belief about the plot is what I call Illusionism (as opposed simply any practice of illusion).

Valamir wrote: I'm really failing to see how this debate can contine on and on. Is there an illusion of free will or not? If the players KNOW they have no free will then there is no illusion and its not Illusionist. If the players actually HAVE free will then there is no illusion and its not Illusionist. I really think this discussion is making the issue far more complex then it needs to be.

The complexity introduced in this article involves the 'separation from Narrativism' issue of Illusionism. I see that separation dependant on 'what the players want' as opposed to 'what the players do.'

Fang Langford

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On 3/17/2002 at 2:56am, Valamir wrote:
RE: What is Illusionism?


Valamir wrote: wrote:
If the players are not participating in the creation of the story. If THEY (not solely the GM) are not making decisions based on focusing the plot on the Premise. Then it is NOT Narrativism.


I don't believe participation in story creation is required by Narrativism. I think the minimum requirement is making decisions 'for story's sake.' I think it's unfairly limiting to say that Narrativism compels everyone present to participate in story creation. I think that flies in the face of Ron's statement that you can stay squarely in Actor stance (my-guy mode) most of the time and still be Narrativist. My understanding of 'vanilla Narrativism' is that the players 'stay away' from this direct participation, but still place importance on story-intent, whether they participate or not.



I think perhaps you are linking "participating in the creation of story" as requiring Author Stance in an unwarranted manner. It is entirely possible to participate in the creation of story and remain completely in Actor Stance (although Ron has implied that while the Theory acknowledges this is possible, in practice it is more the exception than the rule).

But limiting a player's stance to Actor alone, does not prohibit him from participating in the creation of story. Narrativist play requires that the player make decisions that focus the events on the Premise. Stances merely determine the scope of game elements over which the player has this decision making power.

So. Participation in creating the story IS required by Narrativism. It is also NOT prevented by Actor Stance.

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On 3/17/2002 at 8:24am, Le Joueur wrote:
Can You Explain the Difference?

Valamir wrote:
Le Joueur wrote:
Valamir wrote: wrote: If the players are not participating in the creation of the story. If THEY (not solely the GM) are not making decisions based on focusing the plot on the Premise. Then it is NOT Narrativism.

I don't believe participation in story creation is required by Narrativism. I think the minimum requirement is making decisions 'for story's sake.'
[Snip.]
My understanding of 'vanilla Narrativism' is that the players 'stay away' from this direct participation, but still place importance on story-intent, whether they participate or not.

I think perhaps you are linking "participating in the creation of story" as requiring Author Stance in an unwarranted manner. It is entirely possible to participate in the creation of story and remain completely in Actor Stance

But limiting a player's stance to Actor alone, does not prohibit him from participating in the creation of story. Narrativist play requires that the player make decisions that focus the events on the Premise. Stances merely determine the scope of game elements over which the player has this decision making power.

So. Participation in creating the story IS required by Narrativism. It is also NOT prevented by Actor Stance.

Then may I ask what we are conflicting on? (We seem to be in agreement here, 'creating story = Narrativism, actor stance or not.")

Seth said his players weren't creating story, but I couldn't be sure if he meant overtly, or as you suggest (that's why I said he hadn't given enough information). This is because he further says that they "create new subplots" (not how or why) but then says that they don't ("except by accident"). This is quite unclear. Either their decisions affect the story or they don't. If they do, it clearly isn't purely Illusionism. Until this is cleared up, there's no way we can tell for certain.

As for whether it's Narrativism of any kind, that too is unclear. Seth tells us his players believe they "have a major impact on the plot," but not whether they want to. If they want to impact the plot, and for the sake of argument we'll say that it's in the name of making statements on the Premise, then they're Narrativists free and clear. If, despite the apparent "major impact" they don't really care what statement they have on the Premise, then they're not; Seth hasn't really characterized his players priority on plot, story, or Premise, so we simply can't know.

What I don't understand from your articles is balanced between participation in the story from Actor stance and the gamemaster "controlling everything." If the players are creating statements on the Premise only from Actor stance, how is the gamemaster not "controlling everything" (else)? Surely you are not suggesting that a gamemaster who is "controlling everything" is also controlling the participation of the Actor stance players as well? If you're not then I see a recipe for a Narrativist game where the players are "participating in creation of story" purely in Actor stance and the gamemaster is "controlling everything" at the same time.

How then is this not Narrativism? (After all, you said the gamemaster "controlling everything is not, and can not be Narrativist," but if the players remain in Actor stance, isn't he?)

Fang Langford

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On 3/17/2002 at 12:14pm, Fabrice G. wrote:
RE: What is Illusionism?

Hi Fang,


IMO Illusionism is when the GM tells the players their decisions will have an impact on the game when in fact they don't. The player then have the illusion of participateing in the creation of a story (trough actor stance or via author/director stance is another debate : witch tools work best for the group, its playing style, etc.)

I think there's something in what Seth said that showthat he is not practicing Illusionism:

Seth wrote:

I don't think any of my players harbor any mistaken beliefs about the locus of authorial power in my games.



No one's lying to anyone, though.


Then the players are fully aware that the story is being made by the GM alone (except some rare times). So, if i stand by my comprehension of illusionism, what is practiced can not be illusionism.

I haveone question for you Seth, when you say:

... my GMing effort is aimed at preserving the appearance that PC actions have a major impact on the plot, when in fact most of the plot decisions are mine alone.


Does it mean that you wrap it up in the setting, so as keeping the PC the central character ? Or do you "fool" your players, witch would be at odd with what you said about "no one lying to anyone" ?
(I need clarification on that one ;)


Fabrice.

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On 3/17/2002 at 4:32pm, Walt Freitag wrote:
RE: What is Illusionism?

Le Joueur wrote:
wfreitag wrote: I think Metal has good points. To generalize: the main purpose of all the illusions in my illusionary practices is not to deceive players into thinking something is true; it's to avoid unnecessarily reminding them that it isn't. That's a big difference.

I am highly dubious about trying to find any difference between not "unnecessarily reminding" and 'deceiving.' Unless you explain it more, these two practices sound completely identical except in the former you are deceiving yourself as well.

Fang Langford


The difference is huge, so huge that I despair of being able to explain it to you if it's not immediately obvious. Can you see the difference between not telling someone every time you see him that you think he's ugly, and deceiving him that you think he's good-looking?

Let me start with an analogy that I think is a very close one.

Disney World's Magic Kingdom deliberately promotes the "illusion" that it is a magical kingdom, when it is in fact an amusement park. It does this primarily by hiding, disguising, or decorating all of the elements people associate with "amusement park-ness," from the huge clanking machinery inside the rides (hidden) to the security guards (disguised) to the trash cans (decorated; that is, disguised as far as possible without impeding their necessary function). A typical amusement park delights in having roller coasters roaring overhead of people who are engaged in other activities; this contributes to an amusement-park atmosphere. The Magic Kingdom avoids this for exactly the same reason.

Is anyone deceived? That is to say, does anyone present over six years of age not know that The Magic Kingdom is an amusement park? No!

Do these measures make a difference in the guests' experience? Yes!

So by the standards of "is anyone really truly fooled," the illusionary elements of the design of The Magic Kingdom do not deceive. That doesn't mean they were ineffective. They obviously do affect the participants' experience. I characterize their utility as "not unnecessarily reminding" the participants of the truth.

I think the analogy is very close, but I'll go ahead and spell it out anyway. Suppose I run a game in which players do not control the Story. Suppose I use Intuitive Continuity with a heavy reliance on Roads to Rome. I would do this so I could use certain illusion-based techniques. Chief among them in this case would be giving the players free choice of where to travel, but moving elements of the plot into their path no matter where they decide to go.

Is anyone truly fooled into thinking the players have control over the story? No. Why not? Is it because I make them sign a waiver when they join the game declaring their informed consent on who's going to control the story? No. Why not? Because no one coming into my game ever expects to control the story. They've never played in an RPG where they had any control over the story. They've never heard of RPGs where players have control over the story. I no more need to explain this to them than a car dealer needs to say, "Y'know, just so we're on the same page here, none of these cars can fly," or Disney has to say "Y'know, this isn't really a magical kingdom; if you're coming here to find a fairy godmother who can grant your wishes you'll be disappointed." I don't need to tell them they don't. I certainly don't tell them they do.

(I DO ask them what games they've played before. If a player told me they'd played Narrativistic game systems then I might have to do the "informed consent" thing. But in the real world they say, "GURPS, Vampire, 3e, D20" and I know I'm in no danger of their having high story-participation expectations.)

But perhaps I'm so good that the players, in spite of their ingrained initial expecations, come to believe during play that they are controlling the story. Well, I'd be flattered if anyone thought I was that good. And perhaps if I were that good, I'd also be good enough to not inevitably disillusion them later -- or that even if I did, the disillusionment would be no more severe than when you finish a good novel and remember that, after all, it's just a bunch of lies the author made up. Who knows? Who cares? That's a pipe dream.

Back in reality, if my players aren't really fooled, does that mean my illusionary tactics are a failure? No, no more so than Disney World's "failure" to conceal that it's an amusement park. What I've done is avoided frequently reminding them that they do not control the story, just as Disney World avoids reminding guests that it's an amusement park by concealing the machinery. I do this mainly by getting rid of the most common and overt reminder to players of their lack of story control in RPGs: the dictation of the player-characters' travel by NPCs or other "plot forces." Players have free will to choose their geographical path. This enhances their explorative experience. They know I'm controlling the story; many of them even figure out how I'm doing it. But they don't object because they don't expect otherwise, and I'm doing it in an unusually unobtrusive way. I'm avoiding, to the best of my ability, using game mechanisms or plot mechanisms that require me to say (or behave so as to imply), "You can't do this or that because it would interfere with MY control over the story."

That's the difference between "not unnecessarily reminding" and "deceiving." Fail to appreciate that difference, and you're throwing out half of what our culture has learned of narrative artifice over the past few thousand years.

I don't care whether or not the consensual definition of "illusionism" ultimately is chosen to be inclusive of techniques that do not (in the sense of truly fooling) 'deceive.' (Notice that I've avoided the word 'Illusionism' in all previous paragraphs). That's a minor point of terminology. But it must be recognized that illusion, in general, does not have to 'deceive' in that sense in order to serve artistic ends. That's important.

- Walt

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On 3/17/2002 at 6:06pm, Le Joueur wrote:
Where's the Disagreement?

wfreitag wrote:
Le Joueur wrote:
wfreitag wrote: I think Metal has good points. To generalize: the main purpose of all the illusions in my illusionary practices is not to deceive players into thinking something is true; it's to avoid unnecessarily reminding them that it isn't. That's a big difference.

I am highly dubious about trying to find any difference between not "unnecessarily reminding" and 'deceiving.' Unless you explain it more, these two practices sound completely identical except in the former you are deceiving yourself as well.

The difference is huge, so huge that I despair of being able to explain it to you if it's not immediately obvious. Can you see the difference between not telling someone every time you see him that you think he's ugly, and deceiving him that you think he's good-looking?

I completely agree with you. My despair is how you could think that "not telling" him every time is analogous to Illusionism when it isn't; you are not supporting or even using illusion. When something happens to remind the two of you of the ugliness, instead of you 'doing all the work' and creating an illusion that 'hides' that fact, you both sort of 'look the other way'. No illusions are created, hence no Illusionism.

On the other hand, under the deception of "good-looking," you are forced to create illusions to cover the deceipt. And when those illusions begin to 'fail,' you must create further illusions to hide the illusions. All this illusion is in the service of deceipt and therefore analogous to Illusionism.

I am begining to despair explaining the difference between any and all illusions and Illusionism (which is using illusions to cover a deceipt).

On your analogy:
wfreitag wrote: Disney World's Magic Kingdom deliberately promotes the "illusion" that it is a magical kingdom, when it is in fact an amusement park. It does this primarily by hiding, disguising, or decorating all of the elements people associate with "amusement park-ness," from the huge clanking machinery inside the rides (hidden) to the security guards (disguised) to the trash cans (decorated; that is, disguised as far as possible without impeding their necessary function). A typical amusement park delights in having roller coasters roaring overhead of people who are engaged in other activities; this contributes to an amusement-park atmosphere. The Magic Kingdom avoids this for exactly the same reason.

Is anyone deceived? That is to say, does anyone present over six years of age not know that The Magic Kingdom is an amusement park? No!

Do these measures make a difference in the guests' experience? Yes!

So by the standards of "is anyone really truly fooled," the illusionary elements of the design of The Magic Kingdom do not deceive. That doesn't mean they were ineffective.

Effectiveness of illusion is not at issue here. It has to do with the participation in creating the illusion. That the park-goers are not fooled does not mean they are subject to Illusionism, by analogy, it means they are given a different 'style of play' than Illusionism. This bears more on the discussion of Suspension of Disbelief (or whatever you want to call the 'getting caught up in the narrative' mechanism). Is partaking of the Magic Kingdom willingly more like 'getting caught up in the action' of a movie? If the Magic Kingdom is Illusionism, then so are movies and anything else you get willingly 'caught up in' and if that's the case the word is totally meaningless in the gaming context because all gaming would be Illusionism.

wfreitag wrote: I think the analogy is very close, but I'll go ahead and spell it out anyway. Suppose I run a game in which players do not control the Story. Suppose I use Intuitive Continuity with a heavy reliance on Roads to Rome. I would do this so I could use certain illusion-based techniques.
(How many times must I point out that the presence of illusion alone is not enough for it to be Illusionism? If it were, all gaming would be Illusionism, as there is the illusion of 'being your character.')
Chief among them in this case would be giving the players free choice of where to travel, but moving elements of the plot into their path no matter where they decide to go.

Is anyone truly fooled into thinking the players have control over the story? No. Why not? Is it because I make them sign a waiver when they join the game declaring their informed consent on who's going to control the story? No. Why not? Because no one coming into my game ever expects to control the story. They've never played in an RPG where they had any control over the story. They've never heard of RPGs where players have control over the story. I no more need to explain this to them than a car dealer needs to say, "Y'know, just so we're on the same page here, none of these cars can fly," or Disney has to say "Y'know, this isn't really a magical kingdom; if you're coming here to find a fairy godmother who can grant your wishes you'll be disappointed." I don't need to tell them they don't. I certainly don't tell them they do.

The exact same argument can be made about the process of playing, being in character, interacting with the world and story (whether you 'control it' or not). This would be group participation in the 'illusion of play.' Again, not all incidences of illusion constitute Illusionism.

wfreitag wrote: Back in reality, if my players aren't really fooled, does that mean my illusionary tactics are a failure?

Success or failure of an illusions does not make it Illusionism. I am not describing illusion, I am only describing Illusionism and in that description I do not say that it includes all illusion.

wfreitag wrote: That's the difference between "not unnecessarily reminding" and "deceiving." Fail to appreciate that difference, and you're throwing out half of what our culture has learned of narrative artifice over the past few thousand years.

I just don't get what your point is. If I am "throwing out half of what our culture has learned of narrative artifice," all I am doing is throwing them "out" of Illusionism, (which if I am not mistaken, wasn't where they wanted to be in the first place) back into the "narrative artifice" they have been comfortable with for "the past few thousand years." This Forge-jargon incarnation of Illusionism is not 'thousands of years old;' it's not even a decade old.

Why are you, a self-proclaimed representative of "our culture" trying to co-opt a jargon term being refined to make it more useful in the Forge gaming context, into a vague term that will essentially be useless in this venue?

wfreitag wrote: I don't care whether or not the consensual definition of "illusionism" ultimately is chosen to be inclusive of techniques that do not (in the sense of truly fooling) 'deceive.' (Notice that I've avoided the word 'Illusionism' in all previous paragraphs). That's a minor point of terminology. But it must be recognized that illusion, in general, does not have to 'deceive' in that sense in order to serve artistic ends. That's important.

Again, how many times do I have to write that I am not in any form conflating all illusions with Illusionism? Have I not said that only the illusions used for deceipt are Illusionism?

This has been my point from the begining. We are agreeing here. Can you point out the point where you came to mistaken belief that I indicated all illusion was Illusionism, so I can correct it?

Fang Langford

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On 3/17/2002 at 6:49pm, Valamir wrote:
RE: What is Illusionism?


What I don't understand from your articles is balanced between participation in the story from Actor stance and the gamemaster "controlling everything." If the players are creating statements on the Premise only from Actor stance, how is the gamemaster not "controlling everything" (else)? Surely you are not suggesting that a gamemaster who is "controlling everything" is also controlling the participation of the Actor stance players as well? If you're not then I see a recipe for a Narrativist game where the players are "participating in creation of story" purely in Actor stance and the gamemaster is "controlling everything" at the same time.


If the players approach the game firmly in Actor stance, then the only aspect of the game they have control over is their characters and their characters decisions. If they use their characters ability to make decisions to focus on Premise then they can still (with some difficulty) manage to play Narrativistically. I think in practice, SOME Author stance would grease the process much better.

However, if the GM is using Illusionism, then he is manipulating the characters decisions so that no matter what they decide it always comes back to what the GM wants (varying by degree of application).

Thus, in Illusionism we do not have a case where players control their characters and the GM controls everything else. We have a case where the GM controls everything INCLUDING the players...merely allowing the players to THINK (hense the illusion) that they are in control. There is no possibility for any form of Narrativism, Vanilla or otherwise, to exist in this sort of situation.

So no I don't think we're in disagreement about the definition of Illusionism, nor about the style of play being discussed. I was merely pointing out, that in the course of the discussion, you were using the term Narrativist in a confusing manner.

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On 3/17/2002 at 8:14pm, Walt Freitag wrote:
Re: Where's the Disagreement?

Le Joueur wrote:
Again, how many times do I have to write that I am not in any form conflating all illusions with Illusionism? Have I not said that only the illusions used for deceipt are Illusionism?

This has been my point from the begining. We are agreeing here. Can you point out the point where you came to mistaken belief that I indicated all illusion was Illusionism, so I can correct it?


I think we are agreeing here. The problem appears to be that I was discussing a point about the use of illusion in RPGs, not the definition of "Illusionism." Nothing I said about illusion in my previous posts in this thread was intended to imply anything about the definition of "Illusionism." That's why I didn't use the word. Yet you take me to task in each of eight separate paragraphs for misunderstanding your definition of "Illusionism." What gives? To misuse a word don't I have to, um, actually use the word?

When you interpret all discussion about illusion as discussion about the definition of "Illusionism," then it would seem to promote the belief that you regard all use of illusion as "Illusionism." But I did not say that.

The issue I was addressing is your response to the brief point I made a few posts ago:


I think Metal has good points. To generalize: the main purpose of all the illusions in my illusionary practices is not to deceive players into thinking something is true; it's to avoid unnecessarily reminding them that it isn't. That's a big difference.

I am highly dubious about trying to find any difference between not "unnecessarily reminding" and 'deceiving.' Unless you explain it more, these two practices sound completely identical except in the former you are deceiving yourself as well.

If there were no difference in RPGs between "not unnecessarily reminding" and "deceiving," then all illusion (except illusion that does unnecessarily call attention to itself, which is hard to imagine as illusion at all) in RPGs would have to be deceptive in intent. I don't believe this. From what you've said, it doesn't sound like you believe it either. So what did you mean? In other words, under what circumstances do you perceive "not unnecessarily reminding" as equivalent to "deceiving?" Under what circumstances am I "deceiving myself" when I make what appears to be an obvious general distinction between the two?

Let me take a guess. All illusion, to be effective, must be designed to avoid reminding of the truth it's trying to conceal. Some illusion is also truly deceptive, designed to convince of an untruth. The deceptive category is a subset of the not-remind category. If a given illusion is deceptive in nature, then it is also intended not to remind, but it would be wrong to characterize a truly deceptive illusion as merely avoiding reminding of the truth. Is that what you meant?

If so, your response quoted above was extremely confusing because I was not specifically talking about truly deceptive illusions; I was talking about "the illusions in my illusionary [RPG] practices." That those are not generally intended to be deceptive was my whole point.

- Walt

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On 3/18/2002 at 2:51am, Le Joueur wrote:
Simple Ending.

wfreitag wrote: The problem appears to be that I was discussing a point about the use of illusion in RPGs, not the definition of "Illusionism."

Okay, I'll make this simple.

What place does this have in a thread called "What is Illusionism?"

Fang Langford

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On 3/18/2002 at 6:48am, Walt Freitag wrote:
RE: What is Illusionism?

Metal Fatigue had a valid question, which I seconded. That question, paraphrased, is: since the proposed definition of illusion is exclusive to a fairly rare class of situations, is there, or is there a need for, a term for the far more common applications of non-deceptive illusion (a terribly misleading term, that) that can substantially affect modes of play?

That doesn't seem so off-topic to me, but as I feel more than a little unwelcome here, I'll leave your thread in peace.

- Walt

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On 3/18/2002 at 2:24pm, Ron Edwards wrote:
RE: What is Illusionism?

Actually, Walt, I hope you remain with the discussion.

I'd like to remind everyone that valid points are not to be dismissed, and that sarcasm is completely inappropriate. Both Metal Fatigue and Walt are participating in this thread in good faith, and I hope they continue to do so.

Fang: you do not have the authority to question others' participation in a given thread, or most importantly to deem their input on or off topic, except in your own forum. That task falls to me. If you think someone is being off-topic, then bring it to my attention by private mail.

Having reviewed the topic over all the posts, I think that some work on Illusionism is necessary. However, I also think that people are being way, way too committed to whatever they thought the term must be referring to. Everyone has raised excellent points about various events or styles of play - but they are not talking about the same things. Getting to that common ground should be the point of the thread, not clinging to one's turf and defending it against all comers.

Best,
Ron

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On 3/18/2002 at 2:54pm, Le Joueur wrote:
Not Meant as Sarcasm.

Okay. First of all, nothing I have posted here was intended sarcasm; it may have read as such, this is hard to make a difference when I won't use smilies.

Second, I did not mean to questions anyone's presence in this thread; that is clearly out of bounds, I never thought to go there. I never meant to imply that anything was off topic, in fact the converse. When I say, "what place..." that's what I really mean. As in, 'can you help me understand how what you are saying answers the question posed in the title of the thread.' (Admittedly, it came off harsh, and for that I apologize; you may have noticed my weekend posts require more apologies.)

My assumption all along has been that everything was on topic. That's why I have misinterpreted all non-Illusionism illusion comments as connected by the implication that all illusion is Illusionism. (My poorly formed request was to clarify how a discussion of non-Illusionism illusions relate to the question, "What is Illusionism?")

Let me fix an example of how the miscommunication seems to be running:

Thread title: "What is Illusionism?"

Me: "Here is what I believe is Illusionism."

Others: "But such and so about illusions"

Me: "Illusions aren't Illusionism."

Others: "This and that about illusions, no mention of Illusionism"

Me: "Can you help me understand how this 'no mention of Illusionism' illusion stuff relates to the question posed in the title of the thread?"

There is no intended "unwelcome," just a bit of confusion. I had to assume that somehow the discussion of illusion was in some way a response to the initial question; I responded as such (very poorly I might add with my apologies).

(And for the record, Walt's guess is correct, as far as illusion goes, but I'm not talking about illusion in general, hence the confusion.)

Fang Langford

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On 3/18/2002 at 4:08pm, Ron Edwards wrote:
RE: What is Illusionism?

Thanks, Fang.

I hope everyone can see that the goal really is discussion, and that any frustration is arising because people need to be heard, and aren't getting the responses that indicate that they are. Apparently the topic is touching people in a way that brings up this particular need.

I'm not surprised about this. Illusionism (in the broadest sense) is a source of great emotional stress among role-players, in my experience - not because it's inherently functional or dysfunctional, but because, like railroading, it's completely dependent on the social contract involved. So given all the stressful histories we've been through, individually, and that those histories include both making illusion work and rejecting it as undesirable (depending on who's talking) ... well, again, people need to be heard.

So maybe, although I acknowledge to Fang that it's not really the question that opened this thread, it's necessary to have more of a "town meeting" or "slam" about Illusionist play, in which a person can be heard and his or her points added to the mix, for a while. Then once everyone is assured that all voices really have been heard, then we can get to work about the topic and say things like "That's not what I was asking" without a lot of tug-of-war happening.

What do you think?

Best,
Ron

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On 3/18/2002 at 5:38pm, Le Joueur wrote:
A Good New Direction.

Ron Edwards wrote: those histories include both making illusion work and rejecting it as undesirable (depending on who's talking)...well, again, people need to be heard.

So maybe, although I acknowledge to Fang that it's not really the question that opened this thread, it's necessary to have more of a "town meeting" or "slam" about Illusionist play, in which a person can be heard and his or her points added to the mix, for a while. Then once everyone is assured that all voices really have been heard, then we can get to work about the topic and say things like "That's not what I was asking" without a lot of tug-of-war happening.

What do you think?

I think that's probably the best direction to take this from here on.

What we basically have happening stems from a question by Seth: "So, Fang, tell me this: if I'm not an Illusionist GM, what am I?" This put me in the hot seat and things definitely got hot. It didn't seem to work to say that I didn't have enough information and it didn't help that the word 'lying' had been put back in my mouth by the quote from Mithras (I don't see it necessarily as such any longer).

Ultimately the answer to, "if I'm not an Illusionist GM, what am I? And don't tell me I'm a Vanilla Narrativist," would be "Fnorcie?" I, myself, originally asked if there was anything left after those two, curious as I was.

So 'what I think' is "in the realm of gamemaster controlled story-intent, you've got Illusionism, 'vanilla Narrativism,' and what?" I don't know; has anyone got any ideas? (Remember, I an using the short definition of Illusionism given back at the beginning of this thread.)

Fang Langford
(Who swears off diagnosis in a thread meant to collect everyone's interpretation of the diagnostic criteria.)

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On 3/21/2002 at 4:38pm, Walt Freitag wrote:
Re: Not Meant as Sarcasm.

Le Joueur wrote: Let me fix an example of how the miscommunication seems to be running:

Thread title: "What is Illusionism?"

Me: "Here is what I believe is Illusionism."

Others: "But such and so about illusions"

Me: "Illusions aren't Illusionism."

Others: "This and that about illusions, no mention of Illusionism"

Me: "Can you help me understand how this 'no mention of Illusionism' illusion stuff relates to the question posed in the title of the thread?"



Fang is absolutely right about that. I apologize for my contribution to the ongoing confusion.

So while I think illusion has a lot more interesting facets to discuss, I can take that up later under clearer terms. Meanwhile, here are my thoughts about the definition of Illusionism.

Since illusion is such a broad topic, I would hesitate to allocate a broadly derived term like "Illusionism" to such a specific part of it. Nonetheless, there is a need for a term for the situation the GNS essay describes and names "Illusionism." Let’s assume that the term will remain "Illusionism" despite my relatively minor objection to it. Then the question is, what about its definition?

The GNS essay initially describes Illusionism not in terms of its effect on story participation, but in terms of its effect on the players’ decision making. The paragaph introducing the term appears to me to define Illusionism as "the GM dominates the characters’ major decisions." The following paragraph points out that as a result, the play does not "is not and never can be story creation on the part of all participants."

So I don’t believe it’s necessary to define "Illusionism" solely by one (and only one) of the consequences of this practice, the resulting lack of story participation. I’d prefer to define it by the practice itself, which is the GM dominating the characters’ major decisions. My main reason for this preference, besides that appearing to be Ron’s original intent, is that lack of story participation is a problem only insofar as the participants have Narrativist goals, but nonconsensual constraints on the players’ ability to decide what choices their characters make are a potential problem in any GNS mode of play.

I offer the following definition:

Illusionism: Any practice used by a gamemaster during play, without the consent of the players, that constrains the players’ ability to control the player-characters’ major decisions.

I could see changing "without the consent of" to "without the knowledge of" to emphasize the illusion in Illusionism, but I think focusing on consent makes it clearer that Illusionism is a social contract issue. (Once knowledge is well established, continued participation in the game without demanding change or leaving eventually implies consent, so I suppose that in either wording, the Illusionism dissipates once the illusion is blown.)

I could also see changing "Any gamemaster practice" to "any gamemaster metagame practice" to make it clear that legitimate in-game occurrences that happen to block character options do not require the players’ individual consent to avoid a case of "Illusionism." Since the social contract usually allows (or requires) a gamemaster to adjudicate the state of the world, implying consent, this would be a misconception, but I can see how it might arise. On the other hand, would adding the "metagame" qualifier limit the definition too much? I don’t think so but I might just not have come up with the counterexamples yet. A GM who changes the state of the world ex post facto just for the purpose of negating a player-character decision clearly is using the metagame.

Under this definition, Illusionism has the following qualities:

… is practiced by gamemasters.
… occurs during Actual Play.
… applies to any GNS mode of play; however, a practice that is Illusionism in one mode or system might well occur with consent in a different mode or system.
… can be deceitful or nondeceitful.

The first two points establish that while a system or module might contain the impetus for Illusionism, the system or module itself cannot be considered Illusionism. Only the actual GM during actual play can practice Illusionism.

I've substituted "deceitful" for "deceptive" because in the context of illusions, "deceptive" is often just a synonym for "effective." While the difference is subtle, if I were to read that "Marvo the Magnificant is a deceptive magician" I would interpret that as meaning he executes his tricks well, but substitute "deceitful" in the description and I would get the impression that he misrepresents his show in his advertising or writes bad checks or something. Just the nuance we need here.

The deceitfulness angle requires us to distinguish between degrees of nonconsent. For a definition of deceitful Illusionism, replace "used without the consent of the players" with "used despite prior agreement to the contrary."

One interesting question to consider here is, in practical terms, how and how much does this definition differ from Fang's? First, by what illusion-based means other than constraining the player-characters' major decsions can a GM prevent the players from participating in story creation? (Those means would be illusionism under Fang's definition, but not under mine.) Second, when is nonconsensual constraint of player-character free will an issue for reasons other than a resulting lack of story participation by players? (Those situations would be Illusionism under my definition, but not under Fang's.) The answer to these questions might reveal which definition is preferable, depending on how much those other means and/or those other situations appear to fit into the general idea of Illusionism as imagined so far.

- Walt

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On 3/21/2002 at 7:00pm, Mike Holmes wrote:
RE: What is Illusionism?

Interesting. At the risk of being off topic, when I read Walt's description of the Magic Kingdom analogy, this is exactly what comes into my mind when I think Illusionism. It very much has to do with a willing suspension of disbelief on the part of the players. Very much the Magician analogy.

I think that previous arguments may have caused that meaning to be lost, or something, but it's very much exactly what I always meant. I'm sorry if it was any confusion caused by my own inability to describa a particular phenomenon that has clouded this issue. I not sure where Fang's description comes from, or it's particular use (note, I would call it a subset of Illusionism), but he definitely has his own concrete definition worked out. If it's that important to Fang that Illusionism means what he has defined it, then great, lets all call it that. It bewilders me, but that's probably my problem. Illusionism was a term created on the fly that seeed to fit something particular, but maybe it doesn't.

However, I'm going to need a term for what I am (and apparently Walt, and others are). Fnorncie just doesn't seem to fit. In order to fill the gap and to come up with a term that makes perfect sense, I propose that what Walt described as Illusionism be called from now on Freitagism in honor of his quite accurate and precise description of the style of play that I've been trying to elucidate. Thank you Walt.

Mike "Frietagist" Holmes

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On 3/22/2002 at 12:05am, Le Joueur wrote:
Good Show!

wfreitag wrote: I offer the following definition:

Illusionism: Any practice used by a gamemaster during play, without the consent of the players, that constrains the players' ability to control the player-characters' major decisions.


By gosh, you do post well. No sarcasm, this was great! Man, you really took the conversation I started and ran with it. And I like where you're going! I mean it. You captured what I was groping for. You saw through the "the consequences of this practice" part and right to the heart of the issue. All that seems to be left is the spit and polish (and maybe a new coat of paint) and I think we've got not only a serviceable description, but a solid functional one. (Wow, I still can't get over what you've done; it's fabulous.)

I'm with you on, "I could see changing 'without the consent of' to 'without the knowledge of' to emphasize the illusion in Illusionism, but I think focusing on consent makes it clearer." I quite agree.

When you say, "I could also see changing 'Any gamemaster practice' to 'any gamemaster metagame practice' to make it clear that legitimate in-game occurrences that happen to block character options do not require the players' individual consent to avoid a case of 'Illusionism,'" I'd have to say I'm on the 'put it in' side. I'll tell you why; without the 'metagame' addition, your description might also apply to things I don't think you mean to include in Illusionism. Like the ebb and flow of 'rules application;' for example: for the last half an hour, the gamemaster allowed us to pick the lock of any door we wanted, now all of a sudden he's making us check for every one and we're failing. It can be harsh, but the way this gets handled has the unintentional (or sometimes intentional) effect of 'constraining' a player's control of things. If you put in the 'metagame,' these kinds of things seem to fall away.

I'd have to say that the part "the players' ability to control the player-characters' major decisions," rings a little (not that this is what it is saying) repetitive and I'm afraid it may be there just to satisfy something I was preaching about (oooh, yeah; I get to preaching altogether too often.) Are you sure it's control of the "characters' major decisions" or controlling the effects of those "major decisions?" I mean, is the gamemaster constraining what I (as a player) choose or what I have to choose from? I realize I failed to get at exactly this issue because I was waayyy too focused on "the belief that they have been the cause of a story" thing.

What are we talking about here? Is it being clouded by the apparent separation a player's decisions and those of their character? I kinda think the thing we are both trying to get at is the practical result of limiting the character's affect on the game (especially by 'metagame' reference). How to put it though? I'm inclined to throw out the secondary layer differentiating between a player's decisions and the character's. Does that have any change on the meaning of the description?

With the swap to 'effects' that'd be something like: '...that constrains the players' ability to affect...' but affect what? Ordinarily I say '...the game,' but I'm not so sure that fits a synthesized definition here. Perhaps '...play;' then it would come out as (eliminating a couple of redundancies), 'Any metagame practice used by a gamemaster, without the consent of the players, that constrains their ability to affect play.' I'm not sure, how does that sound now?

Anyway, on the issues of 'without the consent of' to 'without the knowledge of,' I'd have to say that either choice is problematic, largely because of the title of this practice not because of either wording. This is what I was thinking with the 'new coat of paint' thing; as I indirectly suggested earlier, there is an inherent problem with using the word 'Illusionist.' There's just a coolness factor that cannot be denied. Add to that, the implication of deceit (as you pointed out so well), not to mention the natural misidentification of all illusions as Illusionism, and I think the problem lie in the word not the choice of description.

Because of everything I'd like the concept to cover, I want it to read just as you put it. I was clouded in my thinking before by the whole deceitfulness issue implied by the name. So I guess, if it's to remain Illusionism then it'd have to be 'Any metagame practice used by a gamemaster, without the knowledge of the players, that constrains their ability to affect play.' If it's going to be Freitagism, it'd be 'Any metagame practice used by a gamemaster, without the consent of the players, that constrains their ability to affect play' (which I'd prefer for the utility of the definition). (Are you okay with the name throwing?)

When I read the whole thing back though, I begin to wonder if some implication of 'unfairness' might be necessary. I mean aren't rules themselves 'a metagame constraint on the ability of a player to affect play?' I dunno, I still think there's something in there that I'm groping for and just not getting my 'hands' on. Perhaps all my changes aren't working, what do you think?

Fang Langford

p. s. I think you're right to add in more than just a lack of story participation, call that just a holdover of Narrativism versus Illusionism in my badly flawed description.

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On 3/22/2002 at 12:06am, Le Joueur wrote:
RE: Good Show!

wfreitag wrote: I offer the following definition:

Illusionism: Any practice used by a gamemaster during play, without the consent of the players, that constrains the players' ability to control the player-characters' major decisions.


By gosh, you do post well. No sarcasm, this was great! Man, you really took the conversation I started and ran with it. And I like where you're going! I mean it. You captured what I was groping for. You saw through the "the consequences of this practice" part and right to the heart of the issue. All that seems to be left is the spit and polish (and maybe a new coat of paint) and I think we've got not only a serviceable description, but a solid functional one. (Wow, I still can't get over what you've done; it's fabulous.)

I'm with you on, "I could see changing 'without the consent of' to 'without the knowledge of' to emphasize the illusion in Illusionism, but I think focusing on consent makes it clearer." I quite agree.

When you say, "I could also see changing 'Any gamemaster practice' to 'any gamemaster metagame practice' to make it clear that legitimate in-game occurrences that happen to block character options do not require the players' individual consent to avoid a case of 'Illusionism,'" I'd have to say I'm on the 'put it in' side. I'll tell you why; without the 'metagame' addition, your description might also apply to things I don't think you mean to include in Illusionism. Like the ebb and flow of 'rules application;' for example: for the last half an hour, the gamemaster allowed us to pick the lock of any door we wanted, now all of a sudden he's making us check for every one and we're failing. It can be harsh, but the way this gets handled has the unintentional (or sometimes intentional) effect of 'constraining' a player's control of things. If you put in the 'metagame,' these kinds of things seem to fall away.

I'd have to say that the part "the players' ability to control the player-characters' major decisions," rings a little (not that this is what it is saying) repetitive and I'm afraid it may be there just to satisfy something I was preaching about (oooh, yeah; I get to preaching altogether too often.) Are you sure it's control of the "characters' major decisions" or controlling the effects of those "major decisions?" I mean, is the gamemaster constraining what I (as a player) choose or what I have to choose from? I realize I failed to get at exactly this issue because I was waayyy too focused on "the belief that they have been the cause of a story" thing.

What are we talking about here? Is it being clouded by the apparent separation a player's decisions and those of their character? I kinda think the thing we are both trying to get at is the practical result of limiting the character's affect on the game (especially by 'metagame' reference). How to put it though? I'm inclined to throw out the secondary layer differentiating between a player's decisions and the character's. Does that have any change on the meaning of the description?

With the swap to 'effects' that'd be something like: '...that constrains the players' ability to affect...' but affect what? Ordinarily I say '...the game,' but I'm not so sure that fits a synthesized definition here. Perhaps '...play;' then it would come out as (eliminating a couple of redundancies), 'Any metagame practice used by a gamemaster, without the consent of the players, that constrains their ability to affect play.' I'm not sure, how does that sound now?

Anyway, on the issues of 'without the consent of' to 'without the knowledge of,' I'd have to say that either choice is problematic, largely because of the title of this practice not because of either wording. This is what I was thinking with the 'new coat of paint' thing; as I indirectly suggested earlier, there is an inherent problem with using the word 'Illusionist.' There's just a coolness factor that cannot be denied. Add to that, the implication of deceit (as you pointed out so well), not to mention the natural misidentification of all illusions as Illusionism, and I think the problem lie in the word not the choice of description.

Because of everything I'd like the concept to cover, I want it to read just as you put it. I was clouded in my thinking before by the whole deceitfulness issue implied by the name. So I guess, if it's to remain Illusionism then it'd have to be 'Any metagame practice used by a gamemaster, without the knowledge of the players, that constrains their ability to affect play.' If it's going to be Freitagism, it'd be 'Any metagame practice used by a gamemaster, without the consent of the players, that constrains their ability to affect play' (which I'd prefer for the utility of the definition). (Are you okay with the name throwing?)

When I read the whole thing back though, I begin to wonder if some implication of 'unfairness' might be necessary. I mean aren't rules themselves 'a metagame constraint on the ability of a player to affect play?' I dunno, I still think there's something in there that I'm groping for and just not getting my 'hands' on. Perhaps all my changes aren't working, what do you think?

Fang Langford

p. s. I think you're right to add in more than just a lack of story participation, call that just a holdover of Narrativism versus Illusionism in my badly flawed description.

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On 3/22/2002 at 2:08am, Walt Freitag wrote:
RE: What is Illusionism?

(Quoting to answer questions, not to pick.)

Are you sure it's control of the "characters' major decisions" or controlling the effects of those "major decisions?" I mean, is the gamemaster constraining what I (as a player) choose or what I have to choose from?


To answer the second question first, it's either one. Constraining what the player has to choose from is more subtle and probably more effective Illusionism. It's also pretty common. "You can accept the leggy dame's case, or you can sit in your office and wonder how you're going to pay the rent. The choice is completely up to you." (Okay, that's not subtle. But it could be.)

As for the first question, the very idea of players having control over the effects of player-characters' decisions is a highly Narrativist concept. Players expecting gamistic or simulationistic decision-making on the GM's part certainly do not expect to have control over the effects of those decisions. (Nor do they really expect the gamemaster to have control over them either; that's what rules and/or dice and/or tables are for.)

I'm happier focusing on control over the decisions themselves, though that is tricky in other ways. The most egregious and common cases of GM domination of the player-characters (though not necessarily the most common Illusionistic cases) involve a GM saying things like "No, your character won't do that." It does get tricky when the GM expresses that control as failure in the attempt rather than as refusal to allow the attempt (that is, refusal to allow the character to decide to make the attempt) or even as success followed by arbitrary punishment. I was hoping we could interpret those cases as equivalent to not allowing the character to make the decision, which the GM misrepresents as in-game failure of the attempt to act upon the decision or as an in-game consequence of that decision (that's the illusion). But the only thing that can really distinguish this from normal messy real-world play is the GM's intent and that sense of fairness you talked about.

Of course, there are Narrativistic systems in which the GM or other players do get to constrain the character's decisions in certain circumstances. But those methods are overt and therefore consensual.

This is what I was thinking with the 'new coat of paint' thing; as I indirectly suggested earlier, there is an inherent problem with using the word 'Illusionist.' There's just a coolness factor that cannot be denied. Add to that, the implication of deceit (as you pointed out so well), not to mention the natural misidentification of all illusions as Illusionism, and I think the problem lie in the word not the choice of description.


Yes, I have a theory about that which I'll get into after the "gear shifting" below. My opinion is that this concept is a useful one, I wish it were a different term and that "Illusionism" meant something else entirely, but I'm not going to get upset about it either way.

So I guess, if it's to remain Illusionism then it'd have to be 'Any metagame practice used by a gamemaster, without the knowledge of the players, that constrains their ability to affect play.' If it's going to be Freitagism, it'd be 'Any metagame practice used by a gamemaster, without the consent of the players, that constrains their ability to affect play' (which I'd prefer for the utility of the definition). (Are you okay with the name throwing?)


For the moment, "Freitagism" is in play (not seriously, I hope; it's hard to spell, for one thing) for the "something else entirely" that I wish Illusionism meant, so let's leave it out of this concept for now to avoid more confusion. Also, I think you accidentally enumerated the same definition for both terms there. Oops, sorry, my oversight. I see the knowledge vs. consent variation now. I don't have a strong preference because I regard the two wordings as conceptually equivalent in practice. -- comment inserted in edit

When I read the whole thing back though, I begin to wonder if some implication of 'unfairness' might be necessary. I mean aren't rules themselves 'a metagame constraint on the ability of a player to affect play?' I dunno, I still think there's something in there that I'm groping for and just not getting my 'hands' on. Perhaps all my changes aren't working, what do you think?


This is complicated. Perhaps we need some case study examples to give this theorizing some grounding. "Fairness" is a dangerously loaded term, and it's only two syllables. (I have a theory that words in this field get harder to define the fewer syllables they have. No one ever has trouble with the six-syllable "verisimilitude." A great word. Always clear. At the opposite extreme we have "game." Pure dynamite. "Fair" likewise. :) ) You're right that the rules are a metagame constraint on a player, and there are many others. But most of them are consensual. Even things like forced player-character-group unity despite differences is usually (though not always) a consensual constraint.


Shifting gears now... *clank* *grind* damn clutch

... to respond to Mike.

Illusionism has descended into villany, possibly beyond redemption. Oh sure, people go out of their way to call it "not necessarily dysfunctional." But then they turn around and mention things like players being "victims of Illusionism." So it's pretty clear it's not a favorable, or even a neutral, term.

Here’s what happened as it looks to me: when Paul Elliott started the thread on GO in which he called himself a (thirteenth level) "illusionist" he described a particular style of gamemastering:

I prepare the bare bones of a dramatic plot and we start gaming. If the players start screwing around and avoiding my plot I don't often indulge them and create an entire new plot on the fly. I twist, I deceive, I back-track and lie - I create the illusion that what they're doing is all part of the plot, and *wrap the plot around them*. All referee's do it. They have to. (Elliott)


When Ron responded to the post, he took up the "illusionist" label and equated it with a style that he had once practiced:

I was a great illusionist too, once upon a time. I could slip those wiley players a pre-planned plot so smoothly they never felt it. Or if they did, they liked it and went along because they accepted that plot was "mine" whereas tactics and details were "theirs." (Edwards)


Ron took Paul’s "Illusionism" to mean the use of illusion to foist a pre-planned plot on players. From there it went downhill, ultimately appearing in the GNS essay as "the GM dominates the characters’ significant actions" and hence giving the players no participation in story creation, occurring as the result of simulationist drift in an incoherent so-called "storytelling" game system.

Looking back at those old threads, it appears to me that Paul’s original description was badly expressed and therefore may have been misinterpreted. It’s not at all clear that Paul’s method dominated the player-character’s decisions, or even involved a pre-planned plot. Sure, he doesn’t "create an entire new plot on the fly," but there’s a lot of gray space between that and not allowing the plot to be affected by characters’ decisions. All that "twisting" and "backtracking," and the fact that only the "bare bones" of a plot exist at the outset strongly suggests that the plot was being, at the very least, heavily modified on the fly. Paul’s comments in later posts on the thread also point in that direction.

Regardless, the final descent in Illusionism’s plunge into infamy was the recently developed and unfortunately unchallenged assertion on the Intuitive Continuity thread that it doesn’t matter whether or not the story is pre-planned by the GM or invented by the GM retroactively on the fly based on the player-characters’ decisions, because in both cases the story is coming from the GM alone and the players are not participating in it. This equivalence is valid only if it’s assumed that controlling the main characters’ decisions does not amount to participation in the story creation. I tried to think of an appropriate adjective for this assumption. After rejecting some that could make me some enemies here real fast, I've settled on "wrong."

Most of us happy Vanilla Narrativist Intuitive Continuitist Whatchamacallitist types, including Mike, Christopher Kubasik, me, and several others who have weighed in, appear to generally admit the following:

-- That this class of techniques is not for everyone, and is probably not a wise corrective measure to prescribe for a GM who’s having trouble with basic GNS coherency issues.
-- That as gamemasters we have more focus on Narrativistic decision-making than the players do.
-- That consequently, it appears appropriate to characterize the practice within the GNS model as "Vanilla Narrativism"
-- That the gamemaster is doing most of the work when it comes to creating the Story; contributing most of the narrative "art," if you will.
-- The gamemaster does, indeed, "control the story."

But it’s invalid to leap from "the GM controls the story" to "the story comes entirely from the gamemaster." Controlling does not imply unilaterally creating. Making a main character's decisions may not be sufficient story participation for the average chocolate Narrativists’ taste, but story participation it is.

Furthermore, the key illusion is not that the players have more participation in the story than they actually do, nor is it that they have less control over their characters’ choices than they think they do. The players participate in creating the story by deciding their characters’ choices, which is exactly how they think they’re participating in creating the story. The main illusion operates at an entirely different level, a Simulationist level. The illusion is that the setting and situation have more objectivity than they actually have.

So the class of techniques we’ve been discussing is actually excluded from the proposed defintions (mine and Fang’s) of Illusionism on several different counts. Interestingly, these definitions probably exclude Paul Elliott’s style as well (its hard to tell for sure), so he may have been mistaken when he posted, "I am a 13th level illusionist!" (Unless we rewind Illusionism to square one and start over, giving the GM-dominated-decision no-story-participation player-victimizing incoherent-simulationist-drift problem its own term.)

As for the question of, "well, what are we, then?" most of what many of us do seems to be covered by Ron’s description of Intuitive Continuity. Not the one in the GNS essay, but the one he included in a post on the GO Illusionist thread:

Intuitive Continuity (from UnderWorld, although there are many other examples): the GM throws a whole ton of little X's at the players, WITHOUT deciding how those are related to the bigger issues at hand (the sketchy Z, in the GM's mind). Depending on whom the players are interested in, whom they tell what, and what they do, the GM now beefs up those elements into conflicts and hassles ("Situation") - perhaps even changing his Big X [sic] into something else, or modifying it greatly. Essentially, the players have almost wholly defined X, definitely defined Y, and probably refined Z immensely, strictly through their own actions and responses to the bucket of raw material presented by the GM. (Edwards)


The one thing that’s missing is, why do we tend to identify this and similar practices with twisting, deceiving, backtracking, and lying? With putting one over on the players, even when they know we’re doing it? With, in short, getting away with something? Why the coolness factor that Fang mentioned? Why do we identify with the "Illusionist" label even after it’s been dragged through the mud?

I think it comes from the initial thrill years ago of having secretly (at first, at least) escaped from the gamist and simulationist assumptions of early role playing gaming, of having found ways to "massively cheat" and get away with it and be a better GM at the same time. My guess is that not one of us learned it from another GM or from a book; we each figured it out for ourselves, during a time when every new metaplot-heavy system and intricately detailed setting sourcebook was telling us the answer lay in exactly the opposite direction. It’s a hard self-image to put by, even in a milieu where we look more olde garde than avant:

I dunno sonny, that newfangled relationship map narra-vision stuff seems a little fishy to me. You mean to say you now let the dang players cheat too? Ain’t that takin’ things a bit too far?

Perhaps the "what are we?" question should be taken back to the Intuitive Continuity thread, where we could look into what aspects of this technique are not covered by the basic concept of Intuitive Continuity (and the also key question of how to turn Intuitive Continuity into an ism. Continuism? Continuitism? Intuitivicontinuitiagism?)

- Walt

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On 3/22/2002 at 5:09pm, Mike Holmes wrote:
RE: What is Illusionism?

wrote: ain, Walt, excellent analysis. I apollogise in advance for the line by line dissection, but it's getting hard to follow in any other way.
<

quot;wfreitag]Illusionism has descended into villany, possibly beyond redemption. Oh sure, people go out of their way to call it "not necessarily dysfunctional." But then they turn around and mention things like players being "victims of Illusionism." So it's pretty clear it's not a favorable, or even a neutral, term.

I personally have always supported it, and never denigrated it or claimed that anyone was a victim. I also apparently had a different definition of the term. I have never claimed that Illusionism cannot be abused, but that makes it no different than any otherr methodology, IMO.


Ron took Paul’s "Illusionism" to mean the use of illusion to foist a pre-planned plot on players. From there it went downhill, ultimately appearing in the GNS essay as "the GM dominates the characters’ significant actions" and hence giving the players no participation in story creation, occurring as the result of simulationist drift in an incoherent so-called "storytelling" game system.

Yes, Paul's agenda is to make GM domination seem a bad thing. Always has been as he is a huge proponent of Narrativism and, most importantly Protagonism, both of which are destroyed (by his definitions) by a lack of player participation in a very active sense.


All that "twisting" and "backtracking," and the fact that only the "bare bones" of a plot exist at the outset strongly suggests that the plot was being, at the very least, heavily modified on the fly. Paul’s comments in later posts on the thread also point in that direction.

Yes, it has never been my assertion that Illusionism took away all player control. Just that it gave the GM hidden control.


Regardless, the final descent in Illusionism’s plunge into infamy was the recently developed and unfortunately unchallenged assertion on the Intuitive Continuity thread that it doesn’t matter whether or not the story is pre-planned by the GM or invented by the GM retroactively on the fly based on the player-characters’ decisions, because in both cases the story is coming from the GM alone and the players are not participating in it. This equivalence is valid only if it’s assumed that controlling the main characters’ decisions does not amount to participation in the story creation. I tried to think of an appropriate adjective for this assumption. After rejecting some that could make me some enemies here real fast, I've settled on "wrong."

Yes, this is a main point of disagreement. And I'm not sure how to settle it. Even Ron's opinion at this point will probably be contentious. But it has always been my understanding of Narrativism that "controlling the main characters’ decisions does not amount to participation in the story creation" is absolutely correct. This is one of the things that confuses people most about the definition of Narrativism (and potentially makes Narrativism so narrow as to be less useful than it could be). Narrativism refers to player decisions in game. They must be making some decision that satisfies their need to create story. And that story created must be the literary sort that is referred to in the definition of Narrativism, specifically not a "series of events" that look like a story. So, if a player is aware that they are not actually creating the story with their choices, then this need is not being fulfilled, and it is not Narrativism, but Simulationism.

This is the argument that has been used before. If I've made a mistake in it, then somebody please correct me. Many people don't like this definition of Narrativism. It implies to them (incorrectly) that since they don't like "creating" story as defined in Narrativism, that they are not "story oriented" or "not interested in story". Which is not true. According to this definition, players who prefer Simulationism simply prioritize versimilitude over story creation (for whatever reason "Simulationists" have for wanting to do this).

But that seems to me to be exactly what is being described in these players behavior. They make decisions for the character, and they let the GM handle the story. Well, that's Simulationism. Illusionism, then to me was (I say "was" because I feel that I am not going to win the debate on the new definition, which is why I decided to try and relabel it above), a style of play in which the GM used methods that would give the player a simultaneous (illusory) feel of having control over the story, while still actually employing his comfortable Simulationist decision making techniques.

This is important because there are players who really want these things ("the Impossible Thing" is to acheive this state in a non-illusory fashion). And it describes exactly what I strive for as a GM, and I feel many other GMs as well. It contrasts well to something like "Vanilla Simulationism" which doesn't give a hoot about story, or "Vanilla Narrativism" where the characters are actually empowered to create story.

Is that any clearer? I feel I am risking being redundant, and fear that I may just not be stating my case well enough to be understood.


Most of us happy Vanilla Narrativist Intuitive Continuitist Whatchamacallitist types, including Mike, Christopher Kubasik, me, and several others who have weighed in, appear to generally admit the following:

-- That this class of techniques is not for everyone, and is probably not a wise corrective measure to prescribe for a GM who’s having trouble with basic GNS coherency issues.

Well, of course. I have always said its a lot of work (possibly an advanced technique) and should have no appeal to players who like Narrativism given my definition.


-- That as gamemasters we have more focus on Narrativistic decision-making than the players do.

?? Yes, of course the GM is playing Narrativist in creating the story. The players are getting (hopefully) both sensations, but using Simulationist decision making.


But it’s invalid to leap from "the GM controls the story" to "the story comes entirely from the gamemaster." Controlling does not imply unilaterally creating. Making a main character's decisions may not be sufficient story participation for the average chocolate Narrativists’ taste, but story participation it is.

I'll go you one further. Its generally accepted that players change their stance constantly, and thus shift from Simulationism to Vanilla Narrativism all the time. Still, that does not change the goal of what I referred to as Illusionism (a GM technique), that being to give players using Simulationist techniques the Illusion of story control. "GM Controling a story" is enough of a criteria to make the resulting experience feel Simulationist to the players. Unless the GM uses Illusion to counter that feeling.


Furthermore, the key illusion is not that the players have more participation in the story than they actually do, nor is it that they have less control over their characters’ choices than they think they do. The players participate in creating the story by deciding their characters’ choices, which is exactly how they think they’re participating in creating the story. The main illusion operates at an entirely different level, a Simulationist level. The illusion is that the setting and situation have more objectivity than they actually have.

That's just one more Illusionist technique. They'e one and the same, really. Essentially, at any point in Illusionism, the player is not sure which is real, his control, or the "reality" of the Setting and Situation. In the confusion he can feel that both exist.


So the class of techniques we’ve been discussing is actually excluded from the proposed defintions (mine and Fang’s) of Illusionism on several different counts. Interestingly, these definitions probably exclude Paul Elliott’s style as well (its hard to tell for sure), so he may have been mistaken when he posted, "I am a 13th level illusionist!" (Unless we rewind Illusionism to square one and start over, giving the GM-dominated-decision no-story-participation player-victimizing incoherent-simulationist-drift problem its own term.)

Not making Paul's definiotion mean Illusionism makes the whole thing seem a bit absurd to me. It seems to me that he was defining exactly the sort of activity that I've been talking about, and not at all in a dysfunctional way. If others want to paint it dysfunctional because of their own experiences or biases, I cannot stop them. But it doesn't change what it is to me. Sorry.


As for the question of, "well, what are we, then?" most of what many of us do seems to be covered by Ron’s description of Intuitive Continuity.

I would say that IntCon is just one Illusionist tool. The Illusion in question being that all the Xs have that permenance of setting and Sitiuation a priori when in fact they do not. There are other illusionist tools that do not fit under IntCon, however. Also, if IntCon is done openly and with the help of the players (which can and does happen) then it is no longer Illusionism, and probably falls into Narrativism, possibly Simullationism
depending on specifics. So they are not equvalent at all, IMO.


The one thing that’s missing is, why do we tend to identify this and similar practices with twisting, deceiving, backtracking, and lying? With putting one over on the players, even when they know we’re doing it? With, in short, getting away with something? Why the coolness factor that Fang mentioned? Why do we identify with the "Illusionist" label even after it’s been dragged through the mud?

Not only do I not do this, but I'm not sure what you are refering to other than people in this thread trying to cast Illusionism in that light. Again, if that's what people want it to be, then fine. What I describe as Illusionism is hopefully something more akin to the Magician analogy where the players desire to obtain that moment of SOD, and the GM graciously provides.

I hope that sheds more light than heat.
Mike

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On 3/22/2002 at 5:25pm, Paul Czege wrote:
RE: What is Illusionism?

Yes, Paul's agenda is to make GM domination seem a bad thing. Always has been as he is a huge proponent of Narrativism and, most importantly Protagonism, both of which are destroyed (by his definitions) by a lack of player participation in a very active sense.

Hey, I resemble that accusation! But Walt's talking about Paul Elliott.

Paul

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On 3/22/2002 at 5:44pm, Ron Edwards wrote:
RE: What is Illusionism?

Hello,

Excuse me, gentlemen and whoever else.

Illusionist is not a derogatory or pejorative term. It's a mode of play. Paul didn't treat it as such (to the contrary), and I didn't respond to it as such. My essay presents it with respect, and in fact, the re-write presents it in a better context (ie not as part of the Incoherence section).

Walt, if you are perceiving others to treat Illusionist play as a negative thing, it's because they personally do not like it. Paul Czege is entitled to dislike Illusionism and talk about how to avoid it; he is not entitled to criticize others for liking it and talking about how to enhance it. Both modes of discussion are perfectly all right.

Taking either of those spins on the topic as definitional is flatly incorrect.

I am still putting together my big-picture thoughts on Illusionist play, and part of it includes acknowledging that my take on it, right there in Paul Elliot's original thread on GO, went off the beam. But maybe not entirely off the beam, so we'll see what people think, later.

One key point: no matter what, the term from now on must go back to Paul Elliot's original description - retroactive story-fitting, by the GM, based on non-story-creating actions by the players.

That puts us in a Terminology discussion. Either Paul Elliot's description is the only meaning of Illusionism, and I must rename the front-loaded-story method; or the term Illusionism may apply to either of the two methods, and they become sub-sets. I have plenty to say about this, but I also think the authority regarding this issue is Paul Elliott.

Best,
Ron

P.S. I used surnames to make sure we knew which Paul we're talking about.

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On 3/22/2002 at 6:44pm, Le Joueur wrote:
I Don't Think I Have Anything Else to Add.

wfreitag wrote: (Quoting to answer questions, not to pick.)

Le Joueur wrote: Are you sure it's control of the "characters' major decisions" or controlling the effects of those "major decisions?" I mean, is the gamemaster constraining what I (as a player) choose or what I have to choose from?

To answer the second question first, it's either one. Constraining what the player has to choose from is more subtle and probably more effective Illusionism. It's also pretty common. "You can accept the leggy dame's case, or you can sit in your office and wonder how you're going to pay the rent. The choice is completely up to you." (Okay, that's not subtle. But it could be.)

That's Hobson's choice (and it sounds a lot like how Steve's games go, or Mike's 'magician example').

wfreitag wrote: As for the first question, the very idea of players having control over the effects of player-characters' decisions is a highly Narrativist concept. Players expecting gamistic or simulationistic decision-making on the GM's part certainly do not expect to have control over the effects of those decisions. (Nor do they really expect the gamemaster to have control over them either; that's what rules and/or dice and/or tables are for.)

I'm not so convinced about it being entirely Narrativist. Take for example, using the verisimilitude measure for a Simulationist gaming situation. To support verisimilitude, a decision by a player character should have consistent expectable effects. When they don't, it begins to fail in verisimilitude, and can be motivated by Illusionism. Regardless of the motivation, it is the effect, which the player expects under verisimilar Simulationism, which is constrained not the choice. And that's definitely not Narrativist, it has only to do with the expectation of verisimilitude (in this example, others could be made).

Come to think of it, most of the examples of Gamist player character decisions I know of, are chosen precisely for their specific effect! You set off the explosives when the villain is on top of them because of what you expect the effects to be. That's why I tend to think of effects instead of decisions. I'm guessing we're talking past each other again.

I agree with you it smacks of Narrativism to have a player describe the effects of a character's decision, but I think that stating a character's decision predicates a restricted list of potential effects. When that list is abrogated by the gamemaster is what I see us trying to get at when I suggest using the word "affect."

wfreitag wrote: I'm happier focusing on control over the decisions themselves, though that is tricky in other ways. The most egregious and common cases of GM domination of the player-characters (though not necessarily the most common Illusionistic cases) involve a GM saying things like "No, your character won't do that." It does get tricky when the GM expresses that control as failure in the attempt rather than as refusal to allow the attempt (that is, refusal to allow the character to decide to make the attempt) or even as success followed by arbitrary punishment. I was hoping we could interpret those cases as equivalent to not allowing the character to make the decision, which the GM misrepresents as in-game failure of the attempt to act upon the decision or as an in-game consequence of that decision (that's the illusion). But the only thing that can really distinguish this from normal messy real-world play is the GM's intent and that sense of fairness you talked about.

I guess I'm a little uncomfortable equating decisions with in-game failure as controlling the decision rather than controlling the effects. The failure, to me, is of the intended effect, not of the decision. But how would you rewrite the description to reflect this? I don't know.

Without stating that the gamemaster is 'not allowing' a decision by making it a failure or providing negative consequences, you pretty much lose the whole point in calling it Illusionism. It might as well be Domineeringism then.

As an aside:
wfreitag wrote: 'Fairness' is a dangerously loaded term, and it's only two syllables. (I have a theory that words in this field get harder to define the fewer syllables they have. No one ever has trouble with the six-syllable "verisimilitude." A great word. Always clear. At the opposite extreme we have "game." Pure dynamite. "Fair" likewise.)

Actually, I parallel this idea but out to the whole realm of 'plain English.' To me, users of 'plain English' over the years have added more and more meanings (and meaning) to the simpler, or plainer, words. Longer words have less usage and fall outside of 'plain English' and therefore don't 'evolve' more meanings nearly as fast. (Look into the etymology of 'flammable' if you want a good example.)

Fang Langford

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On 3/23/2002 at 8:46am, Mike Holmes wrote:
Re: I Don't Think I Have Anything Else to Add.

Le Joueur wrote:
That's Hobson's choice (and it sounds a lot like how Steve's games go, or Mike's 'magician example').

Yes. In Walt's defense, he did point out how it wasn't really a good example of an illusion. But subtle "forcing" of player activity is a big part of Illusionism. As with any magician's force maneuver, the illusion is that the player made the decision, when in reality it was the GM. Classic.


I guess I'm a little uncomfortable equating decisions with in-game failure as controlling the decision rather than controlling the effects. The failure, to me, is of the intended effect, not of the decision. But how would you rewrite the description to reflect this? I don't know.

Without stating that the gamemaster is 'not allowing' a decision by making it a failure or providing negative consequences, you pretty much lose the whole point in calling it Illusionism. It might as well be Domineeringism then.

Except for when it is done using actual Illusionist tactics. One that I have pointed out before as a favorite of min is related to the "force" tactic above. It goes like this. I want the player to fail at a particular roll. I refrain from telling the player what the target number is. Then if he rolls poorly, I don't need an illusion. If the roll is high, I pretend to do the calculation, and announce, "close, but not quite". Either way, you then emphasize the level of the characters skill in the narration as it "affected" the outcome. The player feels that they are still on a level playing field and yet the GM retains control over he scenario.

The example that I've used previously is doing library research in CoC. Lets say that for pacing reasons (we've all been at that point in CoC) I want a particular Library roll to go well. If the player rolls high, no illusion needed, I just hand over the relevant info. If the roll is low, I announce that the player wasn't able to find much and hand over the exact same information. The illusion is that there is more to be found in this case, but the player does not have access to it due to the poor roll.

Again, a classic example of what I, personally, have been refering to as Illusionism, and one I've made reference to more than once in my description of it. As an example of how I am certain that my players expect this of me, one of my players actually prefers for me to roll secretly in all such possible situations, just so that the illusion is more easily maintained.

Mike

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On 3/23/2002 at 4:18pm, Paul Czege wrote:
RE: What is Illusionism?

But subtle "forcing" of player activity is a big part of Illusionism.

A common and very effective subtle forcing, which depending on how the definition shakes out, may not end up being Illusionism per se, is accomplished through the GM's handling of Intent/Initiation/Execution/Effect (or whatever we decided was the definitive set of terms). Players who announce actions that aren't in alignment with what the GM wants for the story he's working up are subtly held at Intent with a response like, "Okay, roll for initiative." Players who announce actions that the GM is interested in, perhaps because they trigger a trap, or NPC response, or something he's pre-scripted, are jumped right to Execution...or Effect.

Paul

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On 3/23/2002 at 5:53pm, Mike Holmes wrote:
RE: What is Illusionism?

That, Paul, is a perfect example of a type of Illusionist tool, much like the other tools that I'm talking about. Again, the extent that it Illusionism is the extent that it's done surreptitiously so that the players are not distracted by the "inconsistency". Done in the open or with the players consent, this is probably a better tool for Narrativism, and is obviously not Illusionism.

Mike

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On 3/23/2002 at 11:16pm, Walt Freitag wrote:
Illusionist's tool box

Here’s a more subtle way than Hobson’s Choice of subverting player-character free will. I never bothered to name the phenomenon before, but I’ll call it The Teacher’s Pet. It happens when there is one player who has two metagame characteristics: a strong leader personality relative to the other players, and a willingness to follow the gamemaster’s lead, however subtle it might be, for the perceived good of the game. The GM can secretly lead the Teacher’s Pet in whatever way is effective, and the remaining players will follow along, believing they’re following the Teacher’s Pet’s character’s in-game leadership rather than the gamemaster’s plot. This can occur by explicit prearrangement, making the Teacher’s Pet character a semi-NPC under the GM’s explicit (though hidden) control, or it can happen quite by accident, with all the individuals slipping into their meta-roles without anyone (perhaps not even the GM) consciously realizing it. Some who consider themselves great Illusionists may actually have been fortunate in having a Teacher’s Pet in their group. I’ve had to actively prevent my wife from naturally slipping into a too-cooperative Teacher’s Pet meta-role when she plays in games I run.

If we’re going to consider defining Illusionism broadly, as more or less any use (or perhaps any persistent pattern of use) of illusion in a role playing game, then it may be worth looking into a number of spectra over which the use of illusion can vary.

1. What type of illusion? Recently discussed examples include:

-- subverting player-character free will (forcing a course of decision, such as by subtle Hobson’s Choices or leading based on successfully predicting what options players will choose; playing with a teacher’s pet)

-- breaking causal objectivity (deciding success/failure results that are believed to be determined by chance; or deciding outcomes that are believed to be determined by success/failure results)

-- breaking situational objectivity (altering a plot to wrap around player’s choices; giving a villain a little more strength so that he can still put up a good fight after the player-characters cleverly exploit his weakness)

-- breaking situational and setting objectivity (altering an entire setting or timeline when creating or modifying a plot on the fly)

2. How much is it used? Very rarely (an occasional tweak to solve unusual problems that arise) to always (a staple of the gamemaster’s technique)

3. Used with what degree of consent? Explicit agreement against the use of the technique [deceit]; strong situational implicit agreement against it [e.g. in a tournament; also deceit]; completely successful deception; tolerated suspicion (players think there’s something going on but they like the way the game goes so they don’t question it), tacit acceptance or encouragement; explicit acceptance or encouragement. As has been mentioned, different levels of knowledge or consent may exist for the abstract game-as-a-whole than for specific instances of a technique's use.

4. Applied to game elements on what scale? A key variable easy to overlook. Free will may be subverted only on major decisions, or only on minor ones, or on in-between ones, or some combination. Setting objectivity may be broken only on the large scale (whole cities move around as needed but remain intact [in my first commercial computer game Star Saga: One whole planets were relocated as needed, to my knowledge the only computer game ever to utilize illusionism on that scale], or on the small scale ( he cities are fixed on the map but the streets or buildings or individual characters are in flux), or in between, or some combination. A plot may be in flux in its ultimate outline but individual sub-plots or encounters within it be pre-planned in detail, or the overall outline may be pre-planned but individual sub-plots shifted or created on the fly, or in between, or some combination.

I’m enjoying the exercise of trying to imagine "the full range" of illusion in RPGs. For example, suppose a GM playing in an overtly Narrativist system feels non-creative one session, and secretly rolls dice to decide what happens instead of inventing Story. Should that be covered under the definition of Illusionism?

That scenario reminds me of an old party game where a sucker player is told he must figure out the plot of a story made up by the other party guests, by asking yes/no questions. The guests actually use a random method to answer yes/no to each question, so the player is actually inventing all the elements of the story himself but doesn’t realize it. (The fun is, the resulting stories are often really sick and twisted.) That’s not an RPG, of course, but I could see something analogous happening in an RPG context, making it the exact illusionistic opposite of plot domination by the gamemaster.

- Walt

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On 3/24/2002 at 4:25am, Le Joueur wrote:
Okay, wrong again, just a little.

I realize that this thread has rightly moved on to singing the praises of Illusionism (how else to learn what it is, then to hear the best way to do it?), but I have a bit of misunderstanding about what I was saying.

Mike Holmes wrote:
Le Joueur wrote: That's Hobson's choice (and it sounds a lot like how Steve's games go, or Mike's 'magician example').

Yes. In Walt's defense, he did point out how it wasn't really a good example of an illusion. But subtle "forcing" of player activity is a big part of Illusionism. As with any magician's force maneuver, the illusion is that the player made the decision, when in reality it was the GM. Classic.

"Magacian's force?" Do you mean; "Would the lovely young lady in the front row choose between these two ferocious beasts?"

She chooses the one you've set up for the trick: "Then you have consigned this one to oblivion..."

She chooses the other: "My lady has chosen the beast to be spared..."

Is that what you meant?

Mike Holmes wrote:
Le Joueur wrote: I guess I'm a little uncomfortable equating decisions with in-game failure as controlling the decision rather than controlling the effects. The failure, to me, is of the intended effect, not of the decision. But how would you rewrite the description to reflect this? I don't know.

Without stating that the gamemaster is 'not allowing' a decision by making it a failure or providing negative consequences, you pretty much lose the whole point in calling it Illusionism. It might as well be Domineeringism then.

Except for when it is done using actual Illusionist tactics. One that I have pointed out before as a favorite of mine is related to the "force" tactic above. It goes like this. I want the player to fail at a particular roll. I refrain from telling the player what the target number is. Then if he rolls poorly, I don't need an illusion. If the roll is high, I pretend to do the calculation, and announce, "close, but not quite". Either way, you then emphasize the level of the characters skill in the narration as it "affected" the outcome. The player feels that they are still on a level playing field and yet the GM retains control over he scenario.

I guess the question I was begging was, when I said "'not allowing' a decision by making it a failure or providing negative consequences" I meant 'indirect' methods (I don't what other term I can use so here I give examples). 'Magicians force' and a disguised Hobson's choice are also 'indirect.' Wfreitag's description does not indicate this 'indirect' quality. If you don't indicate that the 'constraint' is indirect or covert, doesn't that subvert the inherent quality of what you're doing? ('Indirect' would be Illusionism; 'indirect' as well as 'direct' would be Domineeringism.)

I forget who, but someone pointed out that saying 'you don't do that,' is constraining to a players 'control.' This would be 'direct constraint.' Does this count as Illusionist or is there grounds for some indication of this quality of 'indirectness' (that I cannot seem to express) in the formal description? I'm appealing to you as champion of the practice to help me understand the place of 'indirectness' in what could become Illusionism's formal description.

That's where my confusion lay.

Fang Langford

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On 3/24/2002 at 3:02pm, Walt Freitag wrote:
RE: What is Illusionism?

Hi Fang,

I think a quality of "indirectness" has to be there. But I'm not sure that's the right word. (This seems to be the tricky part; we've already considered "without player knowledge" and "without player consent" as alternatives to "indirectly" and they had their pitfalls too.) For one thing, faking the outcome of a fortune roll (saying "you just missed it" when the in-system result was a success) is not very indirect (though admittedly, it's more indirect than saying "the die roll says it's a success, but I'm ruling that you failed anyway"). In that case, the secrecy appears more important than how direct it is.

In the list in my previous post, I was trying to classify types of illusion, not define them. You have to read an implied "surreptitiously" or "without players' knowledge" for each item. Any individual instance of the same practices, done openly, is not illusion.

I think Mike Holmes was speaking about magician's forces in general. The specific example you describe is one of them, called the Magician's Choice. There are dozens if not hundreds of different forces described in the stage magic literature. (Most apply only to cards, and most are rarely used.) But the Magician's Choice is among the simplest, and therefore among the most generally useful.

Here's another type of stage magic force, in the "breaking causal objectivity" class, that a GM could conceivably use when circumstances call for a player-character to be selected at random but the GM wants to force the result. GM: "I'm writing down a number" (writes down a number on a post-it sheet; the paper is visible but not the number written; sticks the post-it to the inside of the GM screen); "everyone roll a d10 and whoever rolls closest is the one who [the dragon breathes on, or whatever]." Players roll, the GM looks at the rolls or the players call them out, then the GM chooses one of ten post-its on which he's previously written down ten different numbers, and shows the paper as incontrovertible proof of the player's misfortune.

This is an illustration, not a recommedation. Actually doing it would be silly (the problem with most elaborate forces). All the rigamarole just calls attention to itself. Instead just say, "the dragon breathes on...", make a finger motion as if you're counting the players at the table, roll a die behind a screen, ignore it, point to the player whose character is most in need of a righteous deprotagonizing by fire, "YOU!" Though never mentioned back then in the rule books, this practice is as old-school as low-impact green d8s. Sometimes deniability is more important than deception.

- Walt

[edited to clarify the third paragraph about the Magician's Choice]
[edited again in the third paragraph to delete an accidental and unneeded definite article, and thereby avoid objectifying Mike Holmes]

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On 3/24/2002 at 4:05pm, Mike Holmes wrote:
Re: Okay, wrong again, just a little.

Le Joueur wrote:
"Magacian's force?" Do you mean; "Would the lovely young lady in the front row choose between these two ferocious beasts?"

--Snip perfect example--

Is that what you meant?

Pre"fricken"cisely. I use stuff like that all the time. The players pick from several adds in the paper. They choose which fork in the road to go down. They choose which inn to stay at. Whatever they choose, the plot goes ahead regardless.

Le Joueur wrote:
I guess the question I was begging was, when I said "'not allowing' a decision by making it a failure or providing negative consequences" I meant 'indirect' methods (I don't what other term I can use so here I give examples). 'Magicians force' and a disguised Hobson's choice are also 'indirect.' Wfreitag's description does not indicate this 'indirect' quality. If you don't indicate that the 'constraint' is indirect or covert, doesn't that subvert the inherent quality of what you're doing? ('Indirect' would be Illusionism; 'indirect' as well as 'direct' would be Domineeringism.)

Your point is well taken. If someone were to just say, "Your character does that", then that would be Doineeringism, sure. But as I said, the point it becomes Illusionism is the point at which the GM attempt to hide the force from the player. If the player remains oblivious (or suspends disbelief), then this is successful Illusionism. Failure to hide successfully is failed Illusionism, and, as mentioned, problematic.

So, your point about indirectness is correct if I'm reading it right. The GM must be attempting to engage the player by making him think that it is the player's decision that is important (while in actuality it is not). I've played in a Domineeringism game or two, and quit after one session.

I would say that there are probably players for whom this is also an acceptable play method, however (Marco's described players approach this). Again, they would be those Participationists, or whatever I tried to delineate earlier, and not far from what I refer to as Joinerism. As such, and to be politically correct, we should probably make the label Domineeringism (if we choose to keep it) refer to the situation in which the GM does this outside of player consent (Social Contract), in which case it is obviously a dysfunctional style of play.

We should then have a label that describes the (possibly entirely theoretical) style where the players cede voluntarily almost all power to the GM in an open fashion. The only power they would have remaining is to suggest, essentially, the form of dialog, and particular character actions, knowing that these choices will have no effect on the plot, and that this fact will be obvious and out in the open.

Mike

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On 3/24/2002 at 4:12pm, Mike Holmes wrote:
RE: What is Illusionism?

wfreitag wrote: Though never mentioned back then in the rule books, this practice is as old-school as low-impact green d8s. Sometimes deniability is more important than deception.


Right, generally known as Fudging a roll. Perhaps the most classic Illusionist tool. As such, however, the one most known by players, and, therefore, having the least value in actually giving players the feeling of objectivity sought. But a classic example, nonetheless.

My example of the "phantom target number" is a slightly more sophisticated and somewhat more effective version of exactly the same thing. IME.

Note, that for the humorless, that Walt's statement that this be done for reasons of deprotagonization were meant in jest. The functional illusionist would use such a maneuver to protagonize a particular character (since story is the desired outcome of Illusionism), perhaps displaying a particular characters fortitude by having the dragon flame him.

Mike

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On 3/24/2002 at 5:50pm, Paul Czege wrote:
RE: What is Illusionism?

Hey Walt,

A nice series of posts.

suppose a GM playing in an overtly Narrativist system feels non-creative one session, and secretly rolls dice to decide what happens instead of inventing Story. Should that be covered under the definition of Illusionism?

I think you're dangerously close to equating Narrativism with Drama resolution. Narrativism does not require story to be created from whole cloth, but accepts input from Fortune (and Karma) mechanics no problem. I think what you're intending to ask is whether any covert instance of GM subversion of a game's resolution system should be considered Illusionism. It's an interesting question. Should we consider a GM's covert subversion of a Drama resolution system by way of a tacked on Fortune mechanic to be just as much a part of Illusionism as a covert subversion of Fortune mechanics. If I took the Theatrix flowchart resolution system and penciled number ranges next to the questions, essentially reinventing it as one of those flowcharts you roll against in Gamma World to understand a high tech device, and I dice against the chart covertly, am I using Illusionism?

It brings up the core of the issue of Illusionism. And I'm not sure I have an answer. But I personally think it's a mistake to define Illusionism by looking for specific patterns of GM behavior (like a blood test for a pathogen), or for specific kinds of player resistance (like a blood test for the antibodies to the pathogen). I think it's useful to talk about indicators, but the key isn't in the indicators, it's in whether the theme of the story outcome of play was created by the player, or by the GM. Was the PC's protagonism authored in conversation between the player and the audience, or was it created through the PC by the GM. And so I'm thinking the subversion of a Drama resolution system is not going to be a defining indicator of Illusionism in a Narrativist game. It's deluding the player, but without purpose. The GM can't deliver the same kind of thematic suppository to the player with such a mechanic as he can by ignoring the result of a dice roll in favor of asserting a given outcome that's to his liking.

Paul

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On 3/25/2002 at 6:49am, Walt Freitag wrote:
RE: What is Illusionism?

I think what you're intending to ask is whether any covert instance of GM subversion of a game's resolution system should be considered Illusionism.

Yes, you are correct about both the general thrust of the question and about what I meant specifically, which was that the GM secretly rolls dice during an occasion when the expectation is that he be narrating at will. Thank you for clarifying my meaning.

The question is entirely hypothetical, meant to test definitional concepts, not as a realistic scenario.

I've never used illusion in a Narrativism-coherent game system so I can't really imagine what practical forms Illusionism might take in that context. My suspicion is that it would be done for the purpose you suggest, to give more creative control over the player-characters' protagonism to the GM than the players expect; and that the specific techniques would most likely be very simple and akin to what we've been discussing: Hobson's choices, forces, subtle leading, and subversion of Fortune mechanisms. But they'd be applied at the level of the player-characters' Story rather than just "the plot" as they are when used in a drifting Gamist or Simulationist context.

Any teleological definition is going to be narrower than the whole scope of illusion we've been talking about, which could be good or bad. For example, suppose a GM is running a module in a gamist system. He uses some of the most basic illusions we've been talking about, such as fudging die rolls and forcing choices, to make sure the plot of the module runs to the end without the player-characters getting killed before the climax or getting stuck because they neglected to search for clues in a vital location or failed a success roll for doing so. The purpose and result of this is not going to be to make the players believe they have more control over the plot, let alone over their characters' protagonism. In fact, by finding the clues on schedule, the players are more overtly led. The illusion is that the players appear to have overcome the challenges more successfully than a truly objective system would have allowed them to. So any definition of Illusionism that requires the illusion to deceive the players about who creates the story would not include this scenario.

Another point is really bothering me right now. I'm going to lay it out in numbered sentences, to make it easy for others to point out the flaws they perceive in the argument.


1. I've read here that it's a general Forge consensus that creating a player-character and then making decisions for the player-character does not qualify as participating in creating the story even if those decisions do substantially affect the plot.

2. If that's true, then in all those systems in which player participation is limited to creating a character and then making decisions for the player-character in play, there can never be player participation in creating the story.

3. Therefore, any belief by players in most systems that they are participating in creating the story must be an illusion, regardless of what techniques the GM does or doesn't employ.

4. Players of role-playing games almost universally believe that they are participating in creating the story.

5. Therefore, Illusionism defined as deception about who creates the story is intrinsic to almost all play in almost all popular systems.

6. Therefore, Illusionism defined as deception about who creates the story cannot exist separate from non-Narrativist role playing in general, unless we stop applying the Narrativist definition of story creation to Illusionism in non-Narrativist games.

7. This means that if we want to define Illusionism as deception about who creates the story, we must acknowledge that there are desirable and meaningful levels of story creation participation in role playing games short of player authorship of the player-character's protagonism.



- Walt

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On 3/25/2002 at 2:54pm, contracycle wrote:
RE: What is Illusionism?

wfreitag wrote: I think what you're intending to ask is So any definition of Illusionism that requires the illusion to deceive the players about who creates the story would not include this scenario.


I think we bandy "story" about as too vague a term. That in itself is pretty vague; but I think people often use it in two distinct ways, first as Lit101 "object", and as "retrospective recollection". We often "create the story", in terms of player behaviour, through the acting and portrayal parts. Our memory organises our esperience into what is, in effect, "a story" in a very general sense.

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On 3/25/2002 at 2:57pm, Valamir wrote:
RE: What is Illusionism?

I 100% agree CC. Every time I see "whats good for the story" or "focus on the story" etc, etc. I shudder.

STORY is a horribly muddled and confused term and we should cease and desist to use it at a yardstick of anything. At best its a convenient shorthand to use between people who already understand the context. Too often, its the source of misunderstandings because the context isn't understood.

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On 3/25/2002 at 3:38pm, Ron Edwards wrote:
RE: What is Illusionism?

Walter,

I have no problem with your syllogism and especially not with #7. I'm not sure how you perceive #7 in terms of the present discourse, but it gets a big shrug from me. I expended quite a bit of space in my essay precisely to make this point:

"Story" in the broadest sense is created in a wide variety of ways, either subordinate to non-Narrativist priorities or, itself prioritized, being Narrativism itself.

Substitute "internal cause" for "story," and Simulationism for Narrativism, and the sentence still works.

Substitute "competition" or "challenge" for "story," and Gamism for Narrativism, and the sentence still works.

In other words, I'm not sure what your syllogism presents that I have not expressed previously ...

... except for #6. I agree with you entirely and am working up a definition of Illusionism that is not so Narrativist-biased. This represents a major change in the big essay and I appreciate all the time and attention you've given to the topic. I also, as I said above, need to make sure that Paul Elliott's ideas are no longer being misrepresented by me.

Best,
Ron

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On 3/25/2002 at 7:20pm, Walt Freitag wrote:
RE: What is Illusionism?

Hi Ron,

The syllogism was not intended to challenge any of your theory (except in the limited sense of possibly influencing the new definition of Illusionism). I could have stopped at #6, since that was the point that was "bothering me" and as you say, your theory already acknowledges #7. However, I included #7 as a bit of tossed-in editorializing because in discourse here it seems sometimes to get overlooked. For example, some correspondents have said that there's no substantial difference between a GM following a pre-constructed plot for which the player-characters' free will must be subverted, and constructing plot retroactively taking the player-characters' decisions into account, because neither comes up to the standard of player authorship of their characters' protagonism. This strikes me as kind of like saying there's no substantial difference between a bicycle and a car because neither can fly. End of editorializing.

In part, I've been using Illusionism as a context for scouting out the intellectual surroundings of my real targets of interest: #1 and #2. I do not regard them as proven, even when "story" is being used in the highest literary sense. I'll be taking up that question on a new thread soon.

Valamir and contracycle,

I agree that "story" is a minefield and a source of endless misunderstandings, but what can we do? It's the minefield we live in. (Some folks have it even worse; their chosen topic of discourse is "art".)

Best regards,
Walt

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On 3/25/2002 at 9:29pm, Mike Holmes wrote:
RE: What is Illusionism?

My appologies for my sloppy use of story. When I say the illusionist GM is creating story, it must peforce mean in this context "an interestig series of events that share some but not all of the aspects of the 'Narrativist Story'".

My definition of Illusionism is colored by my own personal intent in using it. But it seems that this same intent is what Mr. Elliot was trying to get at. Which seems to me to be about: in the attempt to get to "The Impossible Thing" wherin the players are actually creating Narrativist story while using Simulationist decision-making, a GM may cause his players to experience something like what "The Impossible Thing" would theoretically feel like by using illusions to cause the players decisions to appear to create story, while instead the GM is, in actuality, creating the story. (Which I contend is superior to either other forms of Simulationism or Narrativism for certain players).

This is why I think you run into the problem with associating Illusionism with Narrativism. You could perpetuate illusions in a Narrativist game, but why do it? What's the point of this as a methodology? So I don't see this as part of the particular style. It is simply using Illusions in a Narrativist game.

IMO. I know that I am biasing everything I say to my own opinion. But I just can't see another reason to have a style called Illusionism.

Mike

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On 3/25/2002 at 10:50pm, Ron Edwards wrote:
RE: What is Illusionism?

Hi Walt,

Thanks for the heads-up on the #1-2 debate topic. I think I might see where some of it is coming from, but maybe you'll surprise me.

Best,
Ron

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On 3/25/2002 at 11:10pm, Le Joueur wrote:
Only for Symmetry

Mike Holmes wrote: IMO. I know that I am biasing everything I say to my own opinion. But I just can't see another reason to have a style called Illusionism.

I was under the opinion that taking Illusionism into Narrativism was an attempt at radial symmetry within the GNS.

Illusionism does apply to Gamism in that a few Gamists like to think that they 'just barely' scrape by to the 'grand conflict' when actually the gamemaster has been adjusting the 'threat level' to match what they can handle at any given time (another "Impossible Thing" brewing). The illusion is that they 'barely' made it and that the sequence was ever-increasing in difficulty, yet the players believe themselves to be using Gamist play techniques.

No, that didn't come out right...can anyone else explain why you'd want to use Illusionism for Gamists?

Anyway, provided that Illusionism applies to psuedo-Simulationism and psuedo-Gamism, it only follows that theorists would explore the idea of Illusionist Narrativism. Of what value that is, is left to the reader as an exercise.

Fang Langford
(Who is, yes, quite rushed.)

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On 3/26/2002 at 12:01am, Mytholder wrote:
RE: What is Illusionism?

No, that didn't come out right...can anyone else explain why you'd want to use Illusionism for Gamists?

Illusionist Gamism works when the GM adjusts the threat level on the fly to keep the PCs challenged. For example, the scenario calls for the PCs to slay a Dragon, then besiege a keep. The players manage to bluff their way past the Dragon, so they've got lots more firepower to use on the keep than the GM expected. Rather than let the players steamroll the castle, the GM adds to the castle's defences to keep the fight challenging.

In all three modes, the Illusion that the GM creates is "I had it planned this way all along..."

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On 3/26/2002 at 11:20am, contracycle wrote:
RE: What is Illusionism?

Walt,

I fundamentally disagree with the direct use of the Lit101 satory structure in the RPG context., I think that when we fail to discuss what we mean by story we end up chasing our own tales.

Firstly, the analyses that make up lit theory are based on an analysis of a one way media. They deal with the relationship between passive audience and active author. I think RPG's are sufficiently distinct from such media that the formal story theory is only vaguely useful.

Most people have a casual definition of story which is essentially an anecdote, retroactively reccounted to others. The process of constructing the dialogue and recounting the dialogue is, I think, a forming of ordering information like an informal and instinctive? system of narrative construction. Which implies to me that a game can be run in such a way that it works post facto as a tory; the anecdotalising process will render it as entertaining as one formally designed.

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On 3/26/2002 at 4:36pm, Mike Holmes wrote:
RE: What is Illusionism?

I think that Gareth makes a good point there. In defining Story for the purposes of Narrativism's definition, I think that the importance is in player participation in creating the story. This is because even if the player fails to achieve that "Lit 101" sense story, the attempt to participate is still Narrativist. In fact, I'd say that Gareth's point about the differences in the media in question is even more important. The Story produced by Narrativism has some distinct differences from the "Lit 101" story.

For the purpose of continuing discussion I think we can probably adopt the terms Narrativist Story and Non-Narrativist Story to discuss the differences, and to speak to the definition of Narrativism. The diference between the two being that the former requires actual creation of at least part of the story by the players, whereas latter is only created by the GM.

Or have I overstated the case?

Mike

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On 3/26/2002 at 4:45pm, Mike Holmes wrote:
RE: What is Illusionism?

I agree that there is a form of Illusionism used in Gamism, and can see the point in that distinction. Interstingly it too attempts to deliver the feeling that one is experiencng two modes of play simultaneously. In the case of the exapmple, the two are Gamism and Simulationism. That is the players still are making gamist decisions, but the GM uses Illusions to make the world seem Simulationist (objective, non-changing, real, versimilar, whatever).

I think that this is leading to a theory where you can describe your particular Illusionism by what experience you are trying to impart. For shorthand you can first state the actual player decision making process, and then the illusionary state. So in the example above it would be Gam/Sim Illusionism. As opposed to what I described as Sim/Narr Illusionism.

This is interesting because it might lead to speculation about other forms of illusionism. Like Gam/Narr, or Narr/Sim. And potentially multiple outcome Illusioisms like Gam/Sim-Narr. Not that these are necessarily functional, achievable, or even desireable. But it might be interesting to look at them.

Like Gam/Narr Illusionism where the players play in a Gamist style, and the GM makes their decisions appear to create story. Very similar to Gam/Sim or Sim/Narr.

Mike

Mike

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