I would lay good money on the fact that several posters will have a visceral reaction against that anecdote.
Only one so far, unless I missed some posts!
But as far as I have noticed, no one else in this thread is posting any actual play experiences. And the Alexandrian doesn't seem to draw on any actual play in the original essay - he just gives us stupid imaginary dialogues between PCs in a non-existent games.
If people are going to say that metagame mechanics, or narrativist mechanics, per se draw players out of the game, or out of roleplaying, or "dissociate" them from their PCs, I want them to have to actually engage with the evidence of my (and perhaps others') play, which is entirely contrary to that claim.
It's like Crazy Jerome said upthread - some claims being made in this thread seem to implicitly, but not all that subtlely, deny that stuff is happening in my game, which in fact happens every session.
If I acted the paladin character, I might wonder after the battle:
1) Whenever an evil caster turns me into a frog, will the Raven Queen always turn me back to normal a minute later?
2) When an evil caster turns someone else into a frog, will the Raven Queen always turn them back to normal a minute later?
3) If an evil caster affects me with another foul spell, will the Raven Queen save me too, or does she only help with frog-related spells?
4) If (gods forbid!) I ever fell out of the Queen's favor, will she still save me? Would I be a frog forever? Or would I revert to normal after a minute whether or not I have the Queen's favor?
5) If I seek a wizard for advice, will he laugh and sing: What's the Raven Queen got to do with, got to do with it...?
The player's narration was nice for that moment, but it's still 'disassociated' from the big picture.
I DO respect players contributing to the narrative and making it more interesting and imaginative world. I just don't know that ad hoc narratives make the entire story plausible and consistent enough that resolves concerns of 'disassociation' for everyone else, except to those who are already on board.
If the Paladin did assume that the Raven Queen did save him for that moment, but he never explored this philosophy further, and the idea never came up again, then it's not something that's consequential to the fiction -- it's only a brief "aha!" moment.
It's like a fart, it comes, has its moment, goes, and means nothing afterwards.
It's the difference between a real character with a personality and philosophy vs a caricature that makes a clever comment to serve one paragraph of a narrative.
I don't know how you are in a position to know whether or not the episode of play I reported is or is not "dissociated" from the big picture, that makes no contribution to a consistent story, "like a fart", nothing but a caricature rather than a contribution to a real character. That can't
possibly be inferred from a single reported instance of play.
As it happens, the whole raison d'etre of that PC is to explore his personal relationship to the Raven Queen, as well as her relationship to the rest of the mortal world. Being saved from toad-dom by her power is just one part of that ongoing focus of play.
Your measure for coherence and consistency of story seems to be concerned entirely with the causal mechanicsm whereby events are produced. I don't read a lot of fiction, but the most recent modern novel that I read was The Wind Up Bird Chronicle. Like most modern fiction that I read, causation of the sort that seems to concern you wasn't at its core. Theme, emotion, history, politics, love, hate, fear, struggle - these are what make for a satisfying drama, at least in my view. Whether or not the Raven Queen came to the aid of her paladin in need contributes to that sort of drama.
If the Paladin did arrange for that, he could just say "Oops, I was wrong, I guess it wasn't the Raven Queen after all." The theory could all be in his head anyway.
And if the Paladin was an intellectual Paladin, then who are you as a DM or the player to say that the character cannot explore this question? (I'm sorry, this is a herotic fantasy game, we're not going to be repeatedly turned to frogs in this game, that's wrongbadfun)
Going back to the Paladin with the toads, you've insisted that the character in-game cannot observe and explore the difference between Baleful Polymorph in and out of combat, and that's why it's not disassociated (if I extrapolate correctly). This is a premise I cannot agree with. Not because combat is not an abstraction (I agree it is), but because IMO your implications are completely disassociating the mechanics from the story I want to tell.
I also play with good players who don't fling themselves off cliffs because they understand that the story is the point and abusing the system undermines the fun.
Happily for me, I also play with good players.
Why would a player, who - as I made clear in my first post on the topic - himself decided to treat the duration of the effect as a metagame mechanic to which he could attach his preferred narrative - then decide to have his PC undertake an investigation that would wreck the very narrative that he has decided to create?
Or, conversely, if the player decides that his PC is undergoing a crisis of faith, and therefore
does decide to undertake the investigation that would show that the Raven Queen didn't save him at all, what would be the problem? And who are you saying would stop him? Where are the mechanics that would get in the way of the player pursuing this story about his PC?
We can explore it, but it is explored narratively.
<snip>
In game, your paladin can absolutely "explore" why the polymorph spell ends so abruptly. And the answer to that question (and whether the paladin's exploration will even be fruitful) will be determined by the story written by the DM.
I would just add to this - and written by the player also. (As in my crisis-of-faith hypothetical above.)
Also, your discussion of the way that the mechanics work in relation to encounters rather than in relation to the ficitonal world per se is first rate!
Dissociative mechanics are problematic not because they can't ultimately be "explained" in context, but because every single explanation is necessarily "reconstructing" the reality of the game when it happens.
And for a number of reasons, this is hardly an ideal situation while playing the game. The Alexandrian is fairly clear about this phenomenon--if you do this, and then apply that "reconstruction" from there on out, you've essentially created a house rule.
This is just false. In what way is the player of the paladin, in the ACTUAL PLAY EXAMPLE that I gave, reconstructing the reality of the game when it happens?
And what is the house rule that's been created?
And why is this not ideal?
There have been a couple of recent Tomb of Horrors threads on this forum. From those threads, I've learned that the best way to play the ToH is using a thief on a rope with a fly spell (the thief is more expensive than driving sheep through the dungeon ahead of the party, but also a more reliable and versatile scout).
Now, I want to say "Playing a game in which a thief scouts ahead flying while attached to a rope is hardly ideal - it's tedious and stupid, and bears no resemblance to either modernist fantasy like Howard or anti-modernist fantasy like Tolkien". But that would obviously just be an expression of my aesthetic preferences. So, until now, I've refrained.
Maybe
you don't like a game where it is open to you, as a player, to decide that the reason the effect ended on you is because of the benevolence of your deity. But it would be easier to talk together about playing RPGs if you didn't start from the assumption that everyone likes and dislikes the same things as you.
Some (many?) players want to tell a story of fictional constructs being more or less consistent regardless of combat vs non-combat, and the mechanics of 4E combat are hindering those players from telling that story. Therefore, the mechanics are disassociated from the story that those players want to happen.
All this tells me is what I already knew - namely, that some players don't like various sort of metagame mechanics, don't like stances other than Actor stance, etc.
Maybe those players shouldn't play 4e.
I don't want to tell stories about superheroes, after all. That's why I don't play Champions or Mutants & Masterminds.