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A few weeks ago, after soliciting questions to use as blog fodder, this thought-provoking message landed in my Tumblr inbox, from Gameplaywright reader Narenfel:

Do you know of any examples of how extended illusion-based play has been successfully adapted to game terms? Or have any good ideas how it could be done?

This turns out to be a pretty big question, I think. The first part, about examples, I can answer easily enough, but that second question — the one about ideas — that’s… a big one.

The Question in Question

The Question in Question

So, the first part first: The first game that comes to mind when I think about extended illusion-based play is Mage: The Awakening, which posits that all of reality is itself semi-illusory, projected around humankind as a prison of petty mundanity and relative powerlessness — a prison built by supernal gods intending to keep the power over reality to themselves. Mages, then, are those who see through the illusions to the real world, but they are also those capable of creating illusions themselves.

The idea here being that once you can see through the illusion, you have some degree of power over it, which is good because it trumps the big risk of illusion-based play: agency-robbing mischief. Being fooled isn’t a lot of fun, but being the people who see through trickery? That’s fun.

The trouble here, though, is that Mage‘s premise pretty much undercuts the effectiveness of the illusion, because players are almost always wise to each others’ illusions. It’s a pretty good game for the themes of illusion and trickery, though. It just centers on one big mutable illusion at the heart of the setting. Yet again, we see how Mage: The Awakening echoes the themes and power fantasies of The Matrix — a story about people who gain power by disbelieving a single overriding illusory reality.

But Mage and The Matrix are about those big, central illusions, and play in both settings usually presupposes that the illusion has already been penetrated by the main characters. That probably robs you of a key dramatic moment you’re after when playing an illusion-based game: the moment where you realize the illusion is fake.

My guess is that, for “illusion-based play,” you want multiple instances of that moment. You want layers of reality.

At which point we switch from the first question to the second, because I don’t have any one single game in mind that does layers of reality in a way that’s illusion-based. Unknown Armies and Over The Edge could both tackle the layers-of-reality issue in interesting ways. Of course you want to check out Jared Sorensen’s Lacuna Part I, a gem I’ve read but never played, which deals with questions of what’s real and what’s a dream, but isn’t exactly about illusionists either. But I think I’ve got an even crazier way of handling layers of realities, which I’ll get to in a second.

First, I’m curious if illusion-based play would actually be fun. When you say “illusion-based play,” I immediately think of players trying to fool each other with spells, which doesn’t seem like a lot of fun for long. That leads to — and, in fact, I think inherently is — an argument about what’s real and what’s not in the imaginary game-space. A lot of RPG energy is actually supposed to be about agreeing on what’s real, not arguing about what’s not. Illusion-based play can quickly devolve into the worst kind of “did not, did so” Cowboys-and-Indians spats. (See also, the mayhem of Mage: The Ascension.)

A game in which the PCs are battling an illusion-making force, Matrix-style, at least casts the players all on the same team, which may be vital to coherence in the midst of illusory mayhem.

Jeff’s gut reaction:

The real problem with illusion, as I think about it, is that it puts a massive roadblock in the path of maintaining the desirable separation of player knowledge and character knowledge.

I think it certainly can do that, and that such a roadblock could be a problem… but what if it’s not? What if the game is all about separating player knowledge from character knowledge? What if the players know that everything is potentially an illusion, and the metagame is about one-upping and revising each other’s illusions?

Off the top of my head, here are a couple of ways to handle this layers-of-reality style of illusion-based play:

  1. The Unreliable Narrator: I wrote about this play experiment a long time ago, but I think the post is still a good one. In this mode of play, what actually happened is left somewhat vague, and the account of the truth — the tale told — moves to the fore. This lets players vie over what’s real while their characters battle your typical in-game foes. Read this post.
  2. Make Specific Illusions Into Treasure: Construct a single, overarching play experience in which the characters (and thereby the players) may discover that certain things (their spouses, an ally, Australia, etc.) are illusions, and then award them certain illusory objects (tanks, buildings, Australia, etc.) as treasure. The aim, then, is to acquire and deploy illusions of their own to fool their foes (and their allies?), perhaps by capturing illusions from the world around them. I’m thinking you need to do something terrible to an illusion to capture it, so that if you’re wrong about an illusory person, say, you are jeopardizing your relationship with them by attempting to capture their code. Maybe the illusions are the result of world-wide cybernetic uplink or sorcery. I’m just spitballing here.
  3. One Campaign, Many Games: Create a layers-of-reality campaign in which each layer of reality is a different RPG. Create a list of RPGs you’re willing to play. Give each player a currency (perhaps one Realization Point per player) that they can use to realize that the current reality is a psychotropic drug-induced shared psychic hallucination, a computer-projected illusion, or whatever. When they trigger it, they can declare what the next game system (and thus adventure) will be, maybe even taking over the role of GM, when the next session starts. The characters must still survive or solve the current session, though, to make it to the next layer of reality. Again, just brainstorming.
  4. The Disbelief Police: If the PCs have the ability to project their own illusions — perhaps by adding Aspects to scenes, in FATE lingo — maybe their antagonists are those who can dispel them through disbelief. The players’ strength isn’t in breaking the illusions but in protecting the world through trickery — working to disguise the truth that everyone’s dead, maybe, and dwelling in the afterlife. (There’s a free game idea for you.) Their enemies dispel illusions. In this model, I’d say that every PC can have 10 points’ worth of illusions going at one time (or something like that), and that choosing what lies to maintain and against what challenges is one of the core choices of play. Still brainstorming.

(When it comes to layers-of-reality games, remind me to talk to you about Databank sometime — I really do intend to finish and publish that game one of these days.)

I also want to bring up the film, The Prestige, which is all about competing to see through each others’ illusions, only to discover, frighteningly, that not all the illusions are illusions at all. But I’ll say no more, here, ’cause that’s a whole other thing.

Ultimately, though, I want to toss it to the Gameplaywright collective audience, which is much smarter than I am: How do you make illusion-based play fun? How do you keep it from being un-fun? I’ll keep cooking ideas over here if you share some of yours below.