And what's wrong with that? Very few of the creatures in D&D really survive thinking about their biology in real-world terms; why should the PCs be any different?
Sure. But then isn't the same thing true of martial dailies - in the same way that we don't worry too much about how hit points and biology interact (and so the question of whether we're in Actor or Author stance doesn't come up very often - only when, for example, the hero knowingly charges the five crossbow-wielding hobgolbins), so likewise we don't worry too much about how martial powers and training, luck etc interact (and so the question of whether we're in Actor or Director stance doesn't come up very often - only when, for example, the hero uses Come and Get It against a group of ranged-attack-only magic users).
In other words, what Third Wizard describes reflects my experience also:
in my implied narrative, the martial character is just fighting. They take advantage of situations that come up better than non-martial characters in many cases, but for the most part, they aren't concously using any "abilities" - this term would have no meaning for the character.
So, to the character, it isn't that once per day they can use Trick Strike which does... you know I've forgotten at this point.
But, the use of the "ability" is just their natural ebb and flow of the battlefield, how they react to situations that come up every once in a while - not too often but often enough. To them, an opening has shown itself, whether that be an opponent tripping, a quick feint, a distraction, or whatever. To them, that's just how they fight.
So, there is no explaination for daily powers within the setting. Within the setting, they don't exist. They are a construct. The fact that you can describe Trick Strike twenty ways in twenty uses helps with this. The character has no clue they are using a "daily power" because to them they simply aren't. There's nothing observable about the game mechanics in character.
As I said, this is how it plays at my table.
if a fighter jumps off a 200' cliff every morning just for fun, then yes, he can observe that he has been incredibly lucky with every jump, but I don't think he could explain the reasoning for why he has been incredibly lucky in this regard. So technically, by your definition, that's disassociated too.
This has been exactly my point for several posts upthread. And I've added - if a player has some way of reconciling these consequences of the hit point mechanic with Actor rather than Author stance, than why can't that player use the same method to reconcile martial dailies with Actor stance?
I read in an essay that in Author stance, the player narratively decides the outcome, and then retroactively motivates the character to do so (otherwise, it's Pawn stance). So I don't see how non-Actor stance is necessarily immune from the definition of 'disassociated' mechanics, unless it is Pawn stance? That retroactive motivation could be just in your head or you can announce to the group how you use Come and Get it, but some retroactive motivations must be better than others, so call that a "degree of disassociation" instead of "association" or no "disassociation"?
I'm not sure I follow the idea of "degree of dissociation" or "immunity" from the definition of "dissociation", but if you're saying that Author stance that is not Pawn stance
does involve roleplaying, because it involves engaging the fiction, than I agree 100%. That is why I regard the definition of roleplaying put forward upthread, and contested by Third Wizard and me, as so inflammatory - because it attempts to establish, by definition, that only Actor stance is roleplaying.
Here is an example of (what I think is) Author stance, that seems to me to be clearly roleplaying:
I (that is, my PC) am exploring the Glacial Rift of the Frost Giant Jarl. I am unhurt and undaunted (ie at full hit points), and I see a big group of giants approaching. I can either fight them, and risk dying, or I can jump over the edge of the cliff into the rift 100' or so below. I know that there is a risk to jumping, but I am an experienced adventurer and I know the gods smile on me. I also have a ring that protects me from falls (mechanically, a ring of protection in AD&D grants -1 per plus to each die of falling damage). So I jump!
As a
player of that PC, what influences me is precise knowledge of my hit point total, of the mechanics for falling damage, and of the bonus from my ring - so let's say I know that my hit points are currently 80, and I can't take more than 60 hp damage from the fall. All this reasoning takes place in Author stance - my PC does not have access to this mathematical information - but I process it and "retroactively" come up with reasoning for my PC almost simultaneously.
I think a lot of classic AD&D play has this sort of element to it. I think it is obviously roleplaying. It's me playing my PC. Whether or not its immersion-enhancing, immersion-neutral or immersion-destroying I have no view on. (Immersion isn't a notion that I find helps me undertand my own play experience very much.)
If whether or not something is dissociated is based on if it can be learned, explored, or observed in-game, than yes, everything can be fluffed so that it is no longer dissociated.
If we look at the rogue's Trick Strike, which has been presented as momentary narrative control (a dissociated mechanic), and we refluff it to say "he learned a trick that allows him to warp reality once per day" than it's no longer dissociated.
This can be problematic to people that want to play classes purely based in the mundane (even if their capabilities exceed mundane capabilities).
If reasoning is presented (the gods love certain people, and protect and look after them; people really are that physically tough; luck is a tangible force to some extent, and favors certain individuals -usually those who take risks [fortune favors the bold and all that]) than it's not dissociated.
Why wouldn't you use the explanation given in the second quote, rather than the "warping reality" in the first quote, if you wanted to "associate" Trick Strike? (ie the gods love the rogue, and/or luck is a tangible force to some extent, but gods and luck strike at most once per day).
Some people have a hard time reconciling dissociated mechanics if they're too out there for us (even in a fantasy setting!), such as my problem with a paralyzed, unconscious rogue using Evasion in 3.X.
Huh? I must have misread your earlier posts, because I thought you were disagreeing with the suggestion that Evasion is "dissociated", and were saying that because it is an EX ability that a rogue can learn that it
is "associated".
Why isn't it observable in the game world? With Trick Strike, the rogue is maneuvering/forcing/scaring every opponent back, and he's successfully at doing this for an entire encounter. And it only happens up to once per day.
This isn't even a difficult observation to make make.
I think the game proceeds under an assumption that the PCs are not documenting this sort of information. (Just as it proceeds under an assumption that the PCs don't notice that nearly every exciting event that they hear of has
them at the very heart of it.)
It's something like "genre blindness".
I may be wrong, but I think the crux of the matter is that 4e powers typically are used by the player to exercise some narrative control over what is happening while 3e activities were typically consciously 'used' by the character
Correct me if I'm wrong, but it seems as if you're saying the rogue has the trick from a meta sense, but doesn't know he has it.
<snip>
If that's the case, the power is a form of direct narrative control with no in-game reasoning that can be learned, explored, or observed.
My view of martial dailies is that they are a metagame mechanic of the sort described in these two posts. I have been making that assertion throughout this thread, and indeed in many threads on these boards over the course of the past three years or so.
Upthread, however, Beginning of the End (who is either an associate of, or actually is, the author of the Alexandrian essay) has
denied that martial dailes are narrative control mechanics - he has said that they are no different from moves in a board game.
This is partially what is at stake in the language of "dissociation", because the original essay states that narrative control mechanics are, in a certain sense,
not at odds with roleplaying:
The disadvantage of a dissociated mechanic, as we've established, is that it disengages the player from the role they're playing. But in the case of a scene-based resolution mechanic, the dissociation is actually just making the player engage with their role in a different way (through the narrative instead of through the game world).
So if the description of martial dailies as metagame, narrative control mechanics is accepted, then the key contention of the original essay - that their presence in 4e is an obstacle to roleplaying and one reason that the game is just a series of tactical skirmishes linked by improv drama - falls over.
I am not suggesting that either Jameson Courage or Yesway Jose accepts that key contention. But it is at the heart of the original essay, and is therefore (by implication) at the heart of any defence of the theory of "dissociated" mechanics.
A part of the conversation is around player control of narrative elements. And I don't think there is a lot, if any, resistance to that concept if done well.
<snip>
In 4E we are not talking about a limited resource that applies to a vast range of elements. We are talking about daily or encounter limited uses of specific actions. It is completely different.
Yes, 4e's metagame mechanics are different from action points. Oddly enough, they are closer to HeroQuest's freeform descriptors (getting to choose your class and race from two long lists, and then your feats and powers from more long lists, begins to approximate building a character from freeform descriptors, provided you don't want to buck the genre tropes too much).
Why do I say this? Because, unlike action points and like descriptors, they (i) ensure that a given PC will be doing his/her particular schtick on a regular and reliabe basis, but (ii) give the player rather than just the dice and/or the GM a degree of control over when that schtick will be realised.
A 4e PC, in my experience, does a very good job of exmplifying itself. The power mechanics are a key part of this.
I remember once a time when it was called "metagame thinking" and it was generally frowned upon to influence what you knew as a player with what your character knows.
<snip>
Now "metagame thinking" has been repurposed like it's the New Black.
Well, to be fair, this trend in RPG design is at least 15 years old. (I think Maelstrom Storytelling is from 1996 or thereabouts.) And of course there are instances of these sorts of mechanics going back to the 80s - like the James Bond hero(?) points - which predate whole games built around the idea.
I also think there is the issue of, which (part of the) metagame? The example I gave above, of deciding whether or not my PC will jump over the cliff, requires metagame thinking - ie thinking about the mechanics in a fashion that is not just a model for thinking about the fiction - but I think most D&D tables would let it pass. Not all would - for example, at some tables the player wouldn't be told his/her PC's hit point total, and would rather just be given descriptions by the GM - "You are at full health", "You are feeling tired and sore", etc precisely to stop the sort of metagaming involved in such decision-making.
And historically, of course, many who disliked that sort of metagaming moved to damage mechanics that don't permit/require it (eg Runequest, Rolemaster, etc).
Some people in this thread have said they don't believe in dissociative mechanics.
Following on from my previous paragraph, I'm one of the people to whom you refer. But that's not because I don't believe in the existence of metagame mechanics, or of a range of stances (heck, I'm the one who introduced the definitions of different stances into the thread).
But even though I believe that combustion occurs from time to time, I don't believe in phlogiston - because phlogiston is associated with a bad theory of combustion.
Likewise, even though I think that a reflection on metagame mechanics, stances etc is useful for understanding RPG play and RPG design, I don't believe in so-called dissociated mecahcnis - because "dissociation" is a term associated with what I regard as a poor theory of roleplaying and of the relationship between stance, game and metagame.
Furthermore, as [MENTION=54877]Crazy Jerome[/MENTION] and [MENTION=64209]Aberzanzorax[/MENTION] have indicated upthread, the word "dissociated" has obviously been chosen because of its connotations of psychological and cognitive pathology. That is, it has pejorative judgements built right into it.
As I said upthread, and what I stand by, is that the original essay is not primarily a contribution to the analysis of RPGs in terms of the variety and consequences of metagame mechanics, but is rather an attack upon 4e (motivated, I guess although don't know, by the author's dislike of the particular metagame mechanics found in 4e).