Because when someone sees through the illusion, your whole game can come crashing down.
What's in the mist? Well it's... ugh... something. I assure you. |
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The Illusion of Choice, and Game Breakdown
To start off with, the Illusion of Choice means that no matter what players choose to do, or which option they take, you've already pre-determined the result. If they leave by the Eastern road out of town, they come to the city of Arendt. And if they leave by the Western road... they come to the same city. North or south, doesn't matter where they go, that city is the destination on the map in front of them. You might have to change the name of the city itself, but it's going to be the same map, the same NPCs, etc. All you did was put a fake moustache on it and hope nobody notices.
The Illusion of Choice is, put bluntly, just sleight of hand to disguise the rails the game is on. Because when all is said and done, it doesn't really matter what the players choose to do, or what options they take. You, as the Game Master, have already determined which creatures they're going to encounter, what dungeons they're going to delve into, and how the game is going to go. It doesn't matter if they fight off the first wave of orc bounty hunters, you'll just summon more until they're eventually captured. It doesn't matter which treasure chest of three they choose when given a chance to select a reward, it will always be the +2 sword. And so on, and so forth.
Which vial do you choose? It doesn't matter, they're all poisoned. |
Now, just like with the use of illusions in our games themselves, this can sometimes be an effective strategy. As long as you can keep the players distracted with your left hand, and they can't see what you're doing with your right, the legerdemain works. However, as soon as your players see through the illusion and realize the campaign is on rails, there's a good chance that things start breaking down quickly. Particularly if they start testing the limits of the illusion to see whether they actually have free choice at all.
One of the major advantages of tabletop RPGs over video games, reading a book, or watching a movie, is that a player gets to participate in shaping the narrative. They create their character, control the character's actions, and affect the world as best they can. But when you take away that agency, rendering their choices immaterial to the progression of the game, the players are no longer really participating in the game. Sure they're rolling dice to swing swords and slinging spells, but they're just passing a series of pre-determined events that won't be altered by what they do in any meaningful way.
It's a trick. At the end of the day the reason the Illusion of Choice is often received so poorly is that you're tricking your players into thinking their actions mattered when it turned out they didn't. It's the same reason players tend to get upset with a Game Master who just plucks a number out of the air during a fight scene, and decides that's how many round the fight will go regardless of tactics used or damage dealt. Or why players are often less-than-enthused by Game Masters who toss out a riddle, and wait for the players to say or do something entertaining enough for them to consider it solved. Because in the end they didn't really succeed, because there was no pre-determined state of success. They could have just sat there picking their noses and achieved largely the same effect.
Lay It Out Beforehand... Trust Me
I've been a Game Master, and I've written modules like False Valor, The Curse of Sapphire Lake, and Ghosts of Sorrow Marsh. I know first hand just how tough it can be to fill in all the details, prepare every monster, and keep a list of NPCs on-hand to ensure the players always have a consistent world with organic plot and development around them. It takes a lot of prep, a lot of balancing, and a lot of feverish note-taking. By comparison the Illusion of Choice is so much easier and simpler.
And that's true, as long as you manage to pull of the trick with your audience none the wiser. But as soon as they catch the pigeon up your sleeve, the magic is ruined.
As with any other piece of RPG advice you see on this blog, remember, I don't know your group. I don't know the tastes of folks you play with, or what the deal breakers are for your table. With that said, I can say that every time I've seen players realize that choice was nothing but an illusion it immediately tanked their interest in a game. They may not have quit, but they were just marking the sessions until the campaign was over and they could play something different.
If you're interested in more advice like this, don't forget to check out 100 Tips and Tricks For Being a Better Game Master, as well!
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I am in favor of reflavoring locations in order to stall for new content. For example, if I had expected PCs to go East into Easton city and they instead go South? I'll spray-paint parts of Easton and make up a Southton for the moment until I get a better feel of where the PCS want to go and plan accordingly. I would not make the whole game that.
ReplyDeleteAnd I hate the idea of just sending out more and more reinforcements until the PCs get captured. I see that as cheating and breaking the social contract of difficult but fair encounters.
Presenting a riddle with no answer and waiting for PCs to be entertaining? I have been on the receiving end of this. A GM put the party in a city with a powerful Sorceress Queen that had an amulet we needed to steal. We tried a few things to succeed and in the end when we failed, we were informed by an NPC that due to our botched attempts there was now no way to win and we had to leave. When confronted the GM admitted they had no pre-planned idea as to how we could have succeeded.
Unrelated to post:
I am enjoying Hell's Rebels Chronicles on Vocal. Is Bod a Hunter and Piper his Animal Companion? Is Farren a Warpriestess of Milani or a Swashbuckler? Is Songbird a Sorceress, Wizard, or Psychic?