Manbearcat
Legend
Against my better judgement, I'll take a shot.
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Thank you Nagol. That is extremely helpful in understanding the nuance of your position. I appreciate it.
Against my better judgement, I'll take a shot.
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Post 743 and surrounding posts.I'll ask Underman first: When did the "process sim" label turn out to not be "process-sim"?
On Enworld, what's new?We seem to be getting nowhere
I gave you an xp and a "thanks, mea culpa" for it!and you've questioned my "good faith" a few times now while I think I've put a lot of effort into being polite to you and trying to clarify our differences...and I seem to be getting mostly snark in return. I even apologized (when I certainly didn't need to)
OK, so won't address the rest of your post.I think it would probably be best if we just discontinue this exchange.
This 5% issue was related to realism. If realism was the only issue I had with 4e then I'd just ban the problematic powers. Realism and/or abstraction are not the problems. 4e is rife with dissociative mechanics. Even Pathfinder has a few but they are easily avoided.In all editions of DnD that rate has probably been sustained for me. About 95% of the "rules" I don't have a problem with. Then there is that "bothersome" 5%.
The "problem", those of us that want to understand where you are coming from have, is that you mention that in prior editions you had no problem, but with 4e 5% of the powers give you a problem.
What did you do in prior editions with "rules" that gave you problems. For me the other 5% I either ignored, modified, or adjusted my expectations for. It's just a game after all, nobody is going to die if I do it "wrong."
Before I again try to show you the difference, let me just say that there is a recognizable difference that those of my opinion see clearly even if you can't and even if I can't convince you.If Disassociative Mechanics, according to your definition, are when a character and a player are driven apart, I'd appreciate it if you could explain what function of HP is NOT disassociative, by that definition. The character has no "connection" except mechanically to HP. HP is completely a metagame construct. It's not a resource that he (the character) can use or replenish, like filling up a waterskin. It's not something that he (the character) can decide to expend in any way. What is the "connection" in this case that exists, on the character side? I can understand how a player interacts with HP, but what is the interaction from the character side?
We use symbols to represent things. While AC is not a "term" used by PCs in game, the idea of superior armor and defense is. While levels are not used in game, the idea of skillfulness with a weapon is a known concept. While "initiative" is not a term used, it corresponds with landing your blow before the enemy. These are all real world things. Yes they have descriptive terms that relate to the game but they are real. Correspondingly, the limit on a daily power that doesn't have a magical explanation is not real. It's an artificial rule limitation.By the same token the character doesn't know anything about the metagame construct called a daily or encounter power. The player understands it and interacts with it at the metagame level. In the "game fiction" the character doesn't know anything about daily, or encounter powers, levels, initiative, XP, HP, AC, speed, or any of the hundreds of metagame constructs that the game provides.
My players don't talk that way. They say stuff like "I'm badly wounded I need healing." or "Way to burn those kobolds" or "Darn I was hoping to beat that guy to the punch"It would be quite jarring if the characters talked to each other in the "game fiction" and said things like, "Dude, I just blew my Initiative roll." "Man you really kicked ass when you spent Come and Get It." "That was some awesome Fireball, how many points of damage did you do with that?" Or discussed things as characters such as, "I only have 2 hit points left, come heal me!!" It is assumed that all that "talk" is happening Out of Character. It's happening at the metagame level.
So when someone makes a statement such as "I have no problem telling that a daily martial attack is dissociative and hit points are not", it seems quite strange. If one is disassociative because it drives the player and character apart, I don't see how the other one wouldn't.
Damn it, I adopted someone else's usage of "process-sim" as it doesn't pertain to D&D and allowed myself to get side-tracked with red herring semantics/labels... stupid, stupid, stupid.
OK, please carry on![]()
Just say that you respect my choice not to talk about labels and their respective definitions. You can talk to someone else about labels and definitions. Thank you for respecting my choice not to discuss labels. I appreciate your consideration and understanding.I don't even know what to say here.
I don't even know what to say here. How in the world does this change the definition of "Process-Sim?" It just says that DnD ISN't PROCESS-SIM...which is what I've been saying all along! I absolutely agree with this. I have been disputing the position (that people have taken in this thread and others) that DnD has historically been a Simulation by way of rigid, coupled cause and effect Process-Sim. Which is why I went to so many lengths (as have others) to show examples that it is, as Nagol states, "Outcome-Based Sim by way of leveraging Gamist Abstraction/Mechanics to Resolve Conflict." Its mechanics perform horribly at granular, linear Process-Sim (and don't even attempt it...thus it isn't Process-Sim). I defined "Process-Sim" to show what it is...and how DnD doesn't do it (or at least doesn't do it well). How in the world do we get to "Process-Sim" isn't "Process-Sim" from Nagol basically advocating my position (DnD is primarily Outcome-Based Sim with Gamist Conceits and a few Narrative Conventions)?...not disputing the definition of Process-Sim?
To address both of these simultaneously because I'm clueless how these two paragraphs have come into being.
Ya, what I thought was 'process-sim' turned out to be defined here more stringently than I thought. So I dropped the terminology for myself because I decided it wasn't helping to get caught up in its definition and usage. @Manbearcat took this to mean something about changing the definition of process-sim and re-clarified label definitions. This is ironic because:I am dropping the use of simulation and process simulation because I'm not even sure what anyone means even when they discuss these things and I'm sure in many cases I don't care.
A number of somethings. From broad things, like class balance, to little things, like Warlords. But, each edition had things that others didn't. 2e had Kits. 3e had modular multi-classing. 1e had randomly-determined psionic potential. OD&D had no Chaotic Evil or Lawful Good. Those are just examples, I'm sure there are myriad differences and commonalities to be found if we look hard enough.The reason why it's important is that 4e has something that 1e,2e,and 3e didn't have. At least not in any quantity and definitely not in the core.
Understood. And, in a live-and-let-live world where there had been no 'edition war,' that'd be more than enough.That something is bothersome even if some people refuse to recognize what it is.
Sticking to some of the parallels I've been trying to draw, I will compare this to a situation in AD&D where, after failing a "life gates" roll, I find some oil and pour it in the grooves of the portcullis. According to the rules, that shouldn't give me a retry. But within the fiction it seems like it should - maybe I wasn't strong enough to lift the gate before, but now it's been lubricated.Imagine a scenario where the character uses RoB in round one killing his opponent and is stuck on a overlook watching the rest of the combat and resting. Two minutes later, a demon teleports up to him and the character is still too tired from his single action to repeat it, but finds he can still do <insert other heavy strenuous activity like encounter powers, daily powers, or stunts>. The character can't say "I'm too tired" because he can do more intense stuff still. How does the character rationalise his inability to perform that one move?
My preference would have recovery mechanisms that tie into the nature of the power and world fiction rather than simple flat periods
I don't know what 2nd ed AD&D has to say about it, but in Moldvay Basic, Gygaxian AD&D and 3E the way in which a player narrates a PC's attack has no effect on action resolution. So I find it interesting that people who were interested in doing that sort of thing in earlier editions weren't in 4e.In my experience (since about 1982) this was unique to 4E play.
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Roleplaying speaking in character etc waits until the battle is over not by choice or design thats just how the game seems to play. This was never my experience in earlier editions.
The desired fiction "calling the shots" is part of everyone's playstyle, I think - everyone here is playing an RPG rather than a board game.I get that pemerton doesn't need to apply stringent scrutiny in a non-sim game. But just because I aim for sim-oriented play, I hope I'm not being beholden to some ludicrous level of fidelity to realism. Because that would be a failure to understand the sim agenda in D&D.
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In my ideal "let's pretend" playstyle, the desired fiction or worldbuilding calls the shots and the mechanics are the rules of engagement. Not being able to use the ray of truth would be a feel good moment for me, even if it's self-crippling in a gamist way, because it validates and reinforces the intent of the playstyle.
The difference between simulationist and non-simulationist play doesn't seem to be about whether or not the fiction "calls the shots" or about whether the action resolution mechanics are "the rules of engagement". It seems to be about whether the causal unfolding of ingame events can just be read off the mechanics (this is the ideal at which simulationist play aims, I think) or whether additional narration is needed around mechanical outcomes to ascertain what exactly happened in the fiction.Consider Character, Setting, and Situation - and now consider what happens to them, over time. In Simulationist play, cause is the key, the imagined cosmos in action. . .
Clearly, System is a major design element here, as the causal anchor among the other elements. . .
Resolution mechanics, in Simulationist design, boil down to asking about the cause of what . . .
<snip discussion of ingame time>
f Simulationist-facilitating design is not involved, then the whole picture changes. Step On Up is actually quite similar, in social and interactive terms, to Story Now. Gamist and Narrativist play often share the following things:
*Common use of player Author Stance (Pawn or non-Pawn) to set up the arena for conflict. . .
*Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration as such [ie establishing the content of the fiction] can be deferred, rather than established at every point during play in a linear fashion.
*More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.
I'm not trying to rebut your autobiographical claims. I assume that you're sincere in making them.All I know is that from red box through first edition I didn't have a dissociative problem. I played all those games in a simulationist (GNS) style and had no dissociative mechanics.
I've yet to see a rebuttal.
Dissociative Mechanics <snip parantheses> are about the player and character being driven apart.
Unless I've misunderstood, you seem to be saying here that the tendency of "dissociative" mechanics to drive apart PC and character is relative to particular players, and not a general property of those mechanics. In which case we are in agreement. But also, because I am not you, I can't know in advance what mechanics will dissociate you and what will not.It is called dissociative because it dissociates those who agree with the subject at hand. Of course it doesn't for those who disagree.