It's no part of my agenda to tell other people when they may or may not be being wedged, or become "dissociated" from the fiction. My agenda is simply to show that the mechanics that produce this result, for those people, do not have some
inherent tendency to produce that result. And I am showing that by instancing counterexamples to any such alleged tendency.
And my view is that, with the notion of such a tendency refuted, the theory of "dissociated mechanics", as stated by The Alexandrian and defended in the title of this thread, is dead. All that's left is some stuff that was already well-known before Justin Alexander put finger to keyboard - namely, that some players have simulationist priorities in RPGing, and that some metagame mechanics can disrupt those priorities.
And why is there no wedge in the actual play example that I gave? Well, I was there, and I'm faithfully reporting it (obviously you have to trust me on that, if the example is to have any force for you). And it happened as I said. To recount, with just a little more mechanical detail:
The paladin was subject to an effect from a human transmuter (MV, I believe) - turned into a frog and therefore unable to attack or use powers until the end of the transmuter's next turn. The player of the paladin therefore missed a turn in the combat - he didn't want his frog-paladin to move - and muttered about not liking it very much while the rest of the table made jokes about not stepping on the frog as the other PCs moved in to confront the transmuter and her flunkies.
The transmuter's next turn duly ended, and the paladin was the next character in the turn sequence. I told the player of the paladin that his PC turned from a frog back to himself. The player then declared his action, which was to move into melee range with the transmuter. And he said, in character, something to the effect that the transmuter was now going to get it (while laying down a Divine Challenge as a minor action). The transmuter replied something along the lines of "I don't think so - after all, I turned you into a frog!". And without pausing, the player of the paladin responded (in character), "Ah - but the Raven Queen turned me back." And the paladin then proceeded to beat up the transmuter.
This is, to my mind, a clear example of a player "inhabiting" his/her PC. There is in character dialogue. The player is thinking in terms of his PC - "I move here, I challenge her, I say this and that and the other, I attack her". The conviction in the power of the Raven Queen is stated by the PC and reflects the experience that the PC is undergoing in having transformed out of frog form back to tiefling form.
This example has marking - which we've been told by The Alexandrian, and by innderdude upthread, is dissociated. It's got a player treating an "end of next turn" duration as an opportunity to narrate his PC's god's miraculous intervention on the PC's behalf - as analysed by The Alexandrian, not only is this a dissociated mechanic, but it's pernicious
houseruling being required to try and "reassociate" the mechanic. And innerdude, upthread, has described this sort of thing as overturning rationality and antecedent/consequence causation.
The example has all these allegededly roleplaying destroying, immersion destroying, wedge-driving mechanics and practices going on. And yet roleplaying has not been destroyed. The player has inhabited his PC the whole time. He is as immersed as I've even seen a player be immersed - the player in question, of all my players, is the one most inclined to what might be described as an immersive style of play - really trying to inhabit his PC and feel, and express via his play, his PC's emotional responses. And the anecdote I've recounted is an example of just this.
Again, to try and be crystal clear: I'm not saying that what I saw happen, at my table, with my player, is a universal template for how playing 4e will work out for others. But to refute the theory of dissociated mechanics I don't need to do that. All I need to do is show that the mechanics that are said, by that theory, to induce "dissociation" either of necessity, or by generalisation of tendency, in fact need not.