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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="Bedrockgames" data-source="post: 6597210" data-attributes="member: 85555"><p>The measure is very simply how disconnected people in general find the mechanic is from their character's actions in the setting. That is going to vary from one person to the next, but you are looking for a general pattern. I think what you do, and how I use it, is you first ask whether you find it dissociative, then see if your game group does, then try to gauge whether the e majority of players are going to react the same way. Personally I am not concerned about every minor edge case, I am concerned mainly with glaring cases (even if they are rare). My concern is actual play. If I put out a game and people write in to tell me they found this mechanic dissociative (even if they are not using the word dissociative but clearly talking about that lack of connection between mechanic and character action) that is something I like to fix. The more effort I've put into nipping the dissociative in the bud, the less this is an issue. </p><p></p><p>That said, I am not 100% opposed to all dissociative elements. Sometimes they might be a necessity, because the simplicity a mechanic offers or just how cool it is, outweighs my concern for it being somewhat dissociative (or maybe for the game concept I am working with, it just isn't a big deal)</p><p></p><p>But again, like I said before, if this doesn't improve the game for you, if the concept simply isn't useful, by all means you should ignore it. I ignore all kinds of design and RPG concepts that simply fail to resonate with me (yet I can see they are valuable for some folks).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6597210, member: 85555"] The measure is very simply how disconnected people in general find the mechanic is from their character's actions in the setting. That is going to vary from one person to the next, but you are looking for a general pattern. I think what you do, and how I use it, is you first ask whether you find it dissociative, then see if your game group does, then try to gauge whether the e majority of players are going to react the same way. Personally I am not concerned about every minor edge case, I am concerned mainly with glaring cases (even if they are rare). My concern is actual play. If I put out a game and people write in to tell me they found this mechanic dissociative (even if they are not using the word dissociative but clearly talking about that lack of connection between mechanic and character action) that is something I like to fix. The more effort I've put into nipping the dissociative in the bud, the less this is an issue. That said, I am not 100% opposed to all dissociative elements. Sometimes they might be a necessity, because the simplicity a mechanic offers or just how cool it is, outweighs my concern for it being somewhat dissociative (or maybe for the game concept I am working with, it just isn't a big deal) But again, like I said before, if this doesn't improve the game for you, if the concept simply isn't useful, by all means you should ignore it. I ignore all kinds of design and RPG concepts that simply fail to resonate with me (yet I can see they are valuable for some folks). [/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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