Viewing hit points as dissociative is fairly easy, if that's what one wants to do.
It's also every bit as easy to view them as having a connection to the fiction and causing/requiring fictional changes (at least in terms of description) as they are lost, if that's what one wants to do.
And this is perhaps the underlying root of the argument about what hit points represent. The hit-points-as-plot-armour side views them more dissociatively, the hit-points-as-meat side views tham as having a basis in the fiction.
Or - as many do - one can see them as kind of a combination of both the above: to some extent plot armour, to some extent meat; and the dividing line on where one becomes the other varies for everyone.
Doesn't this challenge the very idea of "dissociative mechanics"?
You've just presented the argument that dissociation in mechanics is a matter of perspective, not the inherent character. It is no longer accurate to say that every mechanic is inherently associative or dissociative.
It's only an abuse of the GM's authority if she doesn't give out information the PCs should reasonably have access to. However, note this does NOT include foreshadowing every hidden hazard the PCs are about to face: it's on the PCs to assume there's potentially danger at every turn and to approach things in that frame of mind.
It's not an abuse in the slightest if the PCs neglect their due diligence and-or throw caution to the wind.
And the serious problem lies exactly there:
which "information the PCs should reasonably have access to."
Well, that and instilling a deep and fundamental paranoia into your players isn't necessarily the healthiest or most enjoyable gaming experience.
Wait... in the context of ttrpg's how are you defining getting better. I think for many nowadays rpg's for most are like a poker night or boardgame night as opposed to a field of study or job they are trying to get better at... but I might not be fully grasping the usage here.
Question: If I write poetry for personal enjoyment, is it totally impossible to make sense of the idea that I want to improve my ability to do so? For example, increasing my vocabulary, reading example poems to see what other authors have done, or writing down interesting phrases I hear from others, would all seem examples of ways to improve my writing abilities, even though I do it purely because I enjoy it.
Eh I play games to have fun with my friends and family... if thats happening I'm not to worried about getting better.
Edit I guess I could ask them to study other games and playstyles so that our fun might get "better" but the group probably wouldn't be interested in this type of homework to facilitate better fun.
I guess I find that attitude really hard to grasp. Even when I do something because I like it (such as cooking for my family), I want to cook a really enjoyable meal. I ask for feedback and listen, and I experiment with new things (sometimes because I have to, but often because I want to). Sure, I don't want to be giving 110% literally every time, but I'd much rather deliver a meal that the family says, "Wow, that was great!" than one that we never finish off the leftovers because it was merely adequate. Likewise, when I run my game for my friends (the only people I would run a game for), I want it to be more than just an adequate experience. I truly work to make the most enjoyable game possible, and that means trying to do better over time.
This sounds like a job. I think some people feel this way but the vast majority just aren't interested in pursuing the study of ttrpg's to the degree you and some others are... some people barely want to read a single rulebook.
There's a difference, IMO, between reading a rulebook and understanding design principles and techniques. The former is restricted to a single system. The latter is a generic skill you can bring to
anything you do in gaming, improving the games you provide. And it doesn't need to be incredibly fancy. This is stuff like (for example) learning how much probability affects the outcomes of things, so you can make your own random-gen tables or new moves (or whatever) to suit what you and your group want/need.