Showing posts with label illusions. Show all posts
Showing posts with label illusions. Show all posts

Wednesday, 23 July 2014

Appears-Book-Isms

Here's how it probably starts.

There's a slip between the input and the output of the Gamemaster-In-The-Middle. The adventure writer communicating to the GM says "This appears to be a worn stone stairway leading down, but really is a sloping passage floored with the sticky illusion-casting tongue of a Deceptive Devourer, the rest of which lurks in wait in room 15 of the next level." The GM then communicates to players,  "You see what appears to be ... an old set of stone steps leading down into the darkness." Or consulting the "appears" synonym book, "seems," "looks like," "apparently is," et al.

Who knows why they do this, but two reasons come to mind. It could just be literal-mindedness, relying on the words in the description to craft a speech to the players. It could also be a reflex of honesty; the inner moral angel balking at saying there "is" a flight of stairs leading down when it just isn't true. Whatever the reason, it becomes immediately clear to the players that using "appears"-isms in this way is a giveaway that something funny is up.

Now, there's still time for you, the GM, to repent of your folly. Realize that your job is only to describe reality as it appears at any given time to the players. A successful deception will appear with the full force of reality;  "is," actually, is fully appropriate.

But in some games I've seen, the GM instead takes the left-hand path, doubling down on "appears"-ism by applying it as a decoy to things that aren't deceptive at all.

"What seem to be some mushrooms are growing from the dung heap." (They're just mushrooms.)
"There are some humanoids approaching. They appear to be orcs." (And they are.)
"A stream of what looks like clear water flows from the left wall to the right." (PSYCH! It's acid, save or take 4d6!!)

In any case, "appears"-ism usually gets left by the wayside when the players enter safe surroundings. Or at least imagine this:
You find what appears to be the same trail leading back to the village through superficially familiar birch and fir trees. After walking a distance that feels similar to the distance you took to get there, you see what may very well indeed be the buildings of the village. You go to a low house that looks very much like your inn. A hot meal for five is seemingly brought out within what feels like minutes by the self-styled innkeeper, who closely resembles the man you remember from this morning. Pewter-look plates apparently are sitting on what looks like a table, with a liquid having the appearance of ale in a ceramic-like pitcher. The "plates" are heaped with putative sausage and ostensible beans ...
This, I think you'll agree, is a Brechtian alienation effect gone too far; it turns the game into an exercise in Plato's Cave or radical philosophical solipsism. Whenever appears-speak is used, it will keep the players vaguely tipped-off and on guard, lending a hallucinatory aspect to the proceedings.

But I'm not sure it's necessary to use such a blunt instrument to get that effect -- shouldn't players naturally be wary in the dungeon? And more to the point, how do you really spring the classic "innkeeper-is-a-werewolf" surprise when you telegraph safe and dangerous areas so obviously?

In conclusion, there can only be one response to an environment described through "appears"-book-isms ...

"I DISBELIEVE!"

Wednesday, 17 October 2012

Spell Cards: Phantasm, Harden/Soften

What can I say about the poor illusion? AD&D wrongfooted it with Phantasmal Force, spawning a thousand cries of "I disbelieve!" No, the illusion couldn't just mess with minds; it had to do psychosomatic damage. Yeah, everything had to do damage in those uncreative teenage combat-dungeons of yore, which is why the "2nd level damage gap" quickly got filled with black tentacles and flaming spheres when Unearthed Arcana came around.

But anyway, what can a wiser DM and players do with a mere non-damaging Phantasm? The possibilities are endless, and it becomes a contest of wits between players and DM. As the illusionist here, you are not just trying to create something, but do a psychological bank shot - show a thing that will have an effect on someone or something else. What would a hound made of shadow do when a small fluffy white cat saunters across its field of sight? This is the phantasm a certain gnome conjured up not so long ago in a dire situation, and being on the Faerie Roads (which are halfway already to Toontown) I allowed that a 5+ on d6 would plausibly distract each hound from the combat. I place this spell at first level because it rewards creativity, aids distraction and escape - vital for the puny starting party.

The Harden/Soften spell seems at first glance to be the weakest of the first level lot - a straightforward buff/debuff. But consider that in my system, chain mail plus shield gives AC 16, to which +3 adds a very formidable barrier; kobolds can only hit that 10% of the time.

Consider further that the spell is not just written as a buff/debuff, but as a physical effect. This is crucial to encouraging creative uses. What can you do with an iron flag ... a rope turned rigid ... a rubber sword ... in the name of all that's holy, think of the hairdressing implications!