I find that the notion of "dissociated mechanics" is not a very helpful one, because it tries to equate a species of mechanic - metagame mechanics - with a mental/cognitive state - "dissociation" - as if such a correlation is necessary or at least typical, when in fact it's rather idiosyncratic (eg many D&D players use hp, which in any but the strongest "hit points as meat" approach to play have a strong metagame element to them, but don't suffer an "dissociation").I think some of the disagreement related to "consistency" is related to the concept of Dissociated Mechanics. The comparison isn't perfectly apt, but I think it's close:
When Pemerton decides, as a consequence of a player failure, that the brother was Evil all-along, it's effectively creating a dissociated mechanic for the player on-the-spot (instead of in the game's rules, where the label is usually applied). OOC, the player's decision to search for the mace has causally resulted in the brother's retroactive classification. But IC, the charcter's decision has causally resulted in a failure to find the mace (and finding the arrows instead). I think it's that OOC/IC inconsistency, analogous to a dissociated mechanic, that's causing some posters, like me, who react badly to dissociated mechanics, to feel that Pemerton's approach itself will necessarily lead to an inconsistant game world.
But, as I have already posted several times upthread, there is (in general) no need for the process of authoring fiction to in any way mirror the causal processes that occur in the gameworld eg an author may think of a character, which then causes the author to think of the character's parents - whereas in the fiction, the parents were the cause of the character, not vice . This happens all the time in RPGing. Eg the GM make up a village for the 1st level PCs. They discover a smuggling plot. This leads to questions - where do the smugglers come from, where do they get their stuff? The GM then makes up more of the gameworld, and it continues and grows.
I'm doing that also at the moment of action resolution. It's got no more general tendency to lead to inconsistency at that point that at the point of framing and fleshing out context, as in the smuggling example.
So am I.I'm careful to keep the game world internally consistent
If the player knows that the revelation his character has just been hit with was just made up in the moment, then there's a disconnect between what the character knows/perceives and what the player does.
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Of course, if Pemerton had kept the timing of that decision to himself, there'd be no problem.
Xetheral is correct about my own preferences/approach.If I understand correctly, Pemerton keeping the timing of that decision from his players would negate the entire point of having it be a consequence of the player's failure.
As far as the "disconnect" - I don't see any disconnect. The player learns just as the PC does. And the player is not authoring his/her misfortune any more than the PC is (except in the sense that the player, like the PC, chose to search the ruins rather than just bask in old memories).
This is why the GM role is important in the sort of game I prefer - it is the GM's job to author these failures. The player's check, and failure, triggers the need for the GM to author. But it is the GM who authors the fiction, not the player.
Can you elaborate?Most of my behind-the-scenes changes are made to increase player agency, not stymie it.