Neonchameleon
Legend
Nah. I wanna sneak past without them noticing I'm crashing there. Or, better yet, I want to seduce the hostess and get her to comp me this time. Or, even better, I want to hold the place up with my gun and rob them. Maybe I'll thrash the place so that the owners have to pay from their cash supply to repair the houses, or maybe even burn them all down. I want to bribe the police to not give Joe building permits so he can't get those hotels he's been saving for. I want to become the mayor, that way I can section off boardwalk as a state park so that no one can build there. Etc... etc...
Can I do these things in Monopoly? Not without substantial house-rules.
Could I do these things in Dogs? Most assuredly.
If you don't see the difference between Monopoly and Dogs or D&D, then we can't have a serious discussion here.
And not one single shred of what you have written is actually relevant to whether or not the rules in Monopoly are less disassociated than those in Dogs in the Vineyard. I'm not claiming that Dogs isn't a damn good RPG. And Monopoly wouldn't make an absolutely terrible one. I'm simply demonstrating that disassociation is not the reason. (Inflexibility is a major one.)
What I am saying is that DiTV is a purely disassociated one. In precisely the way Monopoly is - that the fluff doesn't feed directly into the mechanics. This is a technical description of how it works. And I'm explaining why this is the case - and why if you put disassociated the way round you do then even Monopoly isn't disassociated. The only possible way you can have a disassociated game under your claims is to utterly ignore the mechanics and have them not impact anything.
Your argument there is that Monopoly is inflexible. This is true. And Dogs is extremely flexible. I'm not arguing. Both the abstract nature of the rules and the massive level of disassociation help Dogs' flexibility.