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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6595357"><p>In my experience people who are worried about dissociative mechanics are not usually the kinds of people who talk about "the fiction" I can certainly see how these mental calculations might take some out of character, but dissociation is about mechanics not reflecting things your character is managing in the game world. Any mechanic can provoke metagaming that it is out of character. For the purposes of determining whether something is genuinely dissociative what counts is whether the mechanic is tied to the action in the setting. Bennies for example would be dissociative because they don't represent anything the character actually has. The player's choice to deploy a bennie has no connection to what the character is doing (I happen to like savage worlds, and the existence of bennies isn't enough to bother me about the system). If bennies were reframed as effort, then it wouldn't be dissociated because then the mechanic lines up with your character actually putting more effort into the moment. All games have some dissociated mechanics, the question is how much can folks tolerate. For me it becomes an issue when I feel like the designers have just given themselves a green light to disregard the connection to the mechanics and the action; where the desire for a fun mechanic, simplicity or balance (or something similar) overrides concerns about what that actually means for the character. If I don't get that sense (but rather have the sense that they were willing to hand wave in a few key instances) then it doesn't usually trouble me. So it is when it feels systemic that I have an issue.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6595357"] In my experience people who are worried about dissociative mechanics are not usually the kinds of people who talk about "the fiction" I can certainly see how these mental calculations might take some out of character, but dissociation is about mechanics not reflecting things your character is managing in the game world. Any mechanic can provoke metagaming that it is out of character. For the purposes of determining whether something is genuinely dissociative what counts is whether the mechanic is tied to the action in the setting. Bennies for example would be dissociative because they don't represent anything the character actually has. The player's choice to deploy a bennie has no connection to what the character is doing (I happen to like savage worlds, and the existence of bennies isn't enough to bother me about the system). If bennies were reframed as effort, then it wouldn't be dissociated because then the mechanic lines up with your character actually putting more effort into the moment. All games have some dissociated mechanics, the question is how much can folks tolerate. For me it becomes an issue when I feel like the designers have just given themselves a green light to disregard the connection to the mechanics and the action; where the desire for a fun mechanic, simplicity or balance (or something similar) overrides concerns about what that actually means for the character. If I don't get that sense (but rather have the sense that they were willing to hand wave in a few key instances) then it doesn't usually trouble me. So it is when it feels systemic that I have an issue. [/QUOTE]
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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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