innerdude
Legend
So over in the D&D Next section of the forums there's been (yet again) several lengthy discussions about "dissociative mechanics" (yes, I know, didn't we cover this a year ago?). It was mostly going around in circles (again), but I was genuinely curious to discover that some opponents of the concept were having difficulty understanding why some rules "feel" dissociative to certain players, while others that should seemingly feel the same don't even register on the dissociation needle.
As a result, I wanted to share some thoughts, hopefully to shed more light on what's actually going on inside a player's head when a mechanic feels "dissociative."
To be sure, this is purely from an Innerdude-ian perspective. I don't claim to speak for any one player or group specifically. However, I think my overall experience and approach to the subject is consistent with the general "gist" of what the Alexandrian's essay was trying to get at--even though in retrospect, the essay is incredibly "messy" and somewhat heavy-handed in the way it assumes certain things about gameplay style and mechanical resolution. The overall concept is real, I think, but there's an enormous level of subjectivity to it that the Alexandrian ignores.
Also, I'm sure some posters are simply going to respond to this by saying, "Dissociation doesn't exist," or "I don't care." Both are totally valid responses.
If you're burned out on the subject entirely, hey, I don't blame you; I'm just trying to provide some perspective on what was going on in the other threads.
So, when an RPG mechanic is labeled as "dissociative," what does that really mean to a player who feels affected by it? Does it mean it breaks "verisimilitude," however that's defined? Does it move too far away from "simulationism," such that the player and character can no longer make viable decisions about the fiction of the game world? Does it pull the player out of "actor" stance? Does it reinforce "gamist" tropes that push against the boundary of what can be considered an RPG?
The short answer is, "Yes." It can be one, some, or all of these at once in varying degrees. When some of us talk about a mechanic being "dissociative," it is in some ways literally that--it causes a "break" in the current player mindset. It draws the player out of one "mode" of gameplay, and into another.
It can be a change in style, stance, fiction, pace, or resolution. There's probably other shades and nuances to it, depending on circumstances, but at it's core, that's what's going on. Some mechanics "feel dissociative" to certain players because they exert a distinct influence on player expectations in the moment.
Now I understand that as players, we're constantly shifting between various modes of play at the table. We can shift from gamist, to "immersive roleplaying" mindsets in a matter of seconds. "Dissociation," however, happens in cases where the mechanics dictate the shift, when an in-the-moment resolution suddenly pushes the player to interact with the game system in a manner or modality that A) cannot be easily resolved by the player internally, and B) runs counter to their expected method of resolution.
This can involve interactions with the game, players, fiction / world, and GM.
For me, this typically sounds in my head like, "Huh? What was that again?"
"Dissociation" happens for me because something about a mechanic as presented forces me to "resolve" something about it in my head that isn't readily apparent. In some cases, it's a conflict with my internal "world physics" meter. Sometimes it's working out "narrative" aspects--why did that mechanic force NPC Y to do that? Is that realistic based on the current scene framework? Sometimes it's about conflict with genre and character tropes--how does a fighter played as a gruff, mostly silent type use Come and Get It, exactly?
(And yes, I know there's a million reasons why a gruff, silent fighter might make Come and Get It work in the fiction. The fact that I have to stop and think about it all is part of the problem.)
Sometimes it's about a forced switch from actor stance into author / pawn, or director stance. "Wait, my character would react to that--no, but there's no reason to react at all unless the room now has object X over there, or NPC Y wasn't doing Z." Sometimes it's because a rule is hightly gamist in its presentation--"I can add two more damage dice in circumstance X, but only if one of the other players does Y first, and the monster is bloodied." It's not that there's no "verisimilitudinous" way of explaining it in the fiction, it's that the moment of resolution requires transparently metagame thinking.
Bottom line: like many things in life, there's no hard and fast rule why some mechanics "feel" dissociative, and some don't. It's a question of the manner, degree, frequency, kind, and substance of the mechanic in question.
So why does something like hit points not trigger the dissociation flag? For the most part, it's that it doesn't require any "in the moment" thought during resolution. Many mechanics that opponents claim should be "dissociative" but are not often recognized as such are typically things that are "hard wired" into the basic world of the fiction, either explicitly in the rules, or implicitly in the group's "this is the way the world works."
Hit points and AC are the two biggies here. Are they really a great way of representing what they're trying to abstract? Eh, not so much, but we've either worked out in our minds before hand a reasonable explanation, or we've just grown numb to the particulars of its effects. Is that inconsistent? Yeah, maybe, but for me, that's just the way it works.
Now occasionally, in corner cases, the artificiality / dissociativeness of hit points becomes readily apparent. And frankly, I don't like those instances any better than anything else. Interestingly these are typically "in the moment" happenings that require a re-reading of what hit points mean in the fiction at that particular moment--like, falling from a cliff.
This "in the moment" aspect of "dissociation" is why it's most apparent to those who prefer "immersion," "verisimilitude," actor stance, and clear process resolution. It's hard enough getting into solid, immersive gameplay with all of the "background noise" in the rules. We don't want in-the-moment resolution mechanics adding to it.
Anyway, I don't know how much of this is making sense. But for me, this is a fairly accurate description of how I experience "dissociation" when it happens.
As a result, I wanted to share some thoughts, hopefully to shed more light on what's actually going on inside a player's head when a mechanic feels "dissociative."
To be sure, this is purely from an Innerdude-ian perspective. I don't claim to speak for any one player or group specifically. However, I think my overall experience and approach to the subject is consistent with the general "gist" of what the Alexandrian's essay was trying to get at--even though in retrospect, the essay is incredibly "messy" and somewhat heavy-handed in the way it assumes certain things about gameplay style and mechanical resolution. The overall concept is real, I think, but there's an enormous level of subjectivity to it that the Alexandrian ignores.
Also, I'm sure some posters are simply going to respond to this by saying, "Dissociation doesn't exist," or "I don't care." Both are totally valid responses.
If you're burned out on the subject entirely, hey, I don't blame you; I'm just trying to provide some perspective on what was going on in the other threads.
So, when an RPG mechanic is labeled as "dissociative," what does that really mean to a player who feels affected by it? Does it mean it breaks "verisimilitude," however that's defined? Does it move too far away from "simulationism," such that the player and character can no longer make viable decisions about the fiction of the game world? Does it pull the player out of "actor" stance? Does it reinforce "gamist" tropes that push against the boundary of what can be considered an RPG?
The short answer is, "Yes." It can be one, some, or all of these at once in varying degrees. When some of us talk about a mechanic being "dissociative," it is in some ways literally that--it causes a "break" in the current player mindset. It draws the player out of one "mode" of gameplay, and into another.
It can be a change in style, stance, fiction, pace, or resolution. There's probably other shades and nuances to it, depending on circumstances, but at it's core, that's what's going on. Some mechanics "feel dissociative" to certain players because they exert a distinct influence on player expectations in the moment.
Now I understand that as players, we're constantly shifting between various modes of play at the table. We can shift from gamist, to "immersive roleplaying" mindsets in a matter of seconds. "Dissociation," however, happens in cases where the mechanics dictate the shift, when an in-the-moment resolution suddenly pushes the player to interact with the game system in a manner or modality that A) cannot be easily resolved by the player internally, and B) runs counter to their expected method of resolution.
This can involve interactions with the game, players, fiction / world, and GM.
For me, this typically sounds in my head like, "Huh? What was that again?"
"Dissociation" happens for me because something about a mechanic as presented forces me to "resolve" something about it in my head that isn't readily apparent. In some cases, it's a conflict with my internal "world physics" meter. Sometimes it's working out "narrative" aspects--why did that mechanic force NPC Y to do that? Is that realistic based on the current scene framework? Sometimes it's about conflict with genre and character tropes--how does a fighter played as a gruff, mostly silent type use Come and Get It, exactly?
(And yes, I know there's a million reasons why a gruff, silent fighter might make Come and Get It work in the fiction. The fact that I have to stop and think about it all is part of the problem.)
Sometimes it's about a forced switch from actor stance into author / pawn, or director stance. "Wait, my character would react to that--no, but there's no reason to react at all unless the room now has object X over there, or NPC Y wasn't doing Z." Sometimes it's because a rule is hightly gamist in its presentation--"I can add two more damage dice in circumstance X, but only if one of the other players does Y first, and the monster is bloodied." It's not that there's no "verisimilitudinous" way of explaining it in the fiction, it's that the moment of resolution requires transparently metagame thinking.
Bottom line: like many things in life, there's no hard and fast rule why some mechanics "feel" dissociative, and some don't. It's a question of the manner, degree, frequency, kind, and substance of the mechanic in question.
So why does something like hit points not trigger the dissociation flag? For the most part, it's that it doesn't require any "in the moment" thought during resolution. Many mechanics that opponents claim should be "dissociative" but are not often recognized as such are typically things that are "hard wired" into the basic world of the fiction, either explicitly in the rules, or implicitly in the group's "this is the way the world works."
Hit points and AC are the two biggies here. Are they really a great way of representing what they're trying to abstract? Eh, not so much, but we've either worked out in our minds before hand a reasonable explanation, or we've just grown numb to the particulars of its effects. Is that inconsistent? Yeah, maybe, but for me, that's just the way it works.
Now occasionally, in corner cases, the artificiality / dissociativeness of hit points becomes readily apparent. And frankly, I don't like those instances any better than anything else. Interestingly these are typically "in the moment" happenings that require a re-reading of what hit points mean in the fiction at that particular moment--like, falling from a cliff.
This "in the moment" aspect of "dissociation" is why it's most apparent to those who prefer "immersion," "verisimilitude," actor stance, and clear process resolution. It's hard enough getting into solid, immersive gameplay with all of the "background noise" in the rules. We don't want in-the-moment resolution mechanics adding to it.
Anyway, I don't know how much of this is making sense. But for me, this is a fairly accurate description of how I experience "dissociation" when it happens.