Rogue Agent
First Post
What tends to frustrate me is the repeated suggestion, or sometimes (as in your post) the apparent assertion, that a game with metagame mechanics (or, at least, with 4e's metagame mechanics) is not roleplaying.
I'm sorry that it frustrates you. But, ultimately, the question I had to answer for myself was: Why, when playing 4th Edition, do I so frequently feel as if I'm playing Arkham Horror instead of Call of Cthulhu?
And the answer essentially boiled down to the types of mechanics used in the game: When mechanical decisions are roleplaying decisions, it feels like a roleplaying game. When mechanical decisions aren't character decisions, it feels like something else.
This is just one example of a player using the mechanical outcomes of the game - in this case, an effect ends according to the game's timing rules - to inhabit and roleplay his character - expressing his conviction of faith in his god (and also making it true, in the fiction, that his god had turned him back - so he was able to exercise narrative control without ever departing from in-character play).
Notably, what you describe there doesn't seem to have anything to do with dissociated mechanics.
The mechanics of the NPC power ("baleful polymorph") are "dissociated" from the gameworld, in the sense that the mechanical description of the power does not explain why, in the fiction, it comes to an end at the end of the NPC's next turn.
For example, I'm hazy on why you would think that effects with a limited duration are inherently dissociated.
As the example shows, this had no impeding effect on roleplaying.
You may also want to note that I said absolutely nothing about "impeding" roleplaying. In fact, I said the exact opposite of that.