Then I can assume you have added the Codex Maretialis and A Magical Medieval Society into your 3.5 game?
There's always GURPS and Riddle of Steel as well.
I draw heavily on A Magical Medieval Society for my games.
Then I can assume you have added the Codex Maretialis and A Magical Medieval Society into your 3.5 game?
There's always GURPS and Riddle of Steel as well.
I think we're all pretty familiar with the basic argument of The Alexandrian's treatise on dissociated mechanics.
Namely, that a mechanic is "dissociated" when the character inside the game world--NOT the player rolling the dice and eating Doritos, but the avatar acting within the game construct--has no reasonable explanation for the in-game results of a particular rule mechanic.
As it is, the entire 'theory' looks little more than an attempt to make the author's prejudices sound like objective analysis.
Here is the problem with the whole theory in a nutshell. In this case, it is not the mechanics that are "disassociated", but that what you bring to the table makes them seem that way to you. This is, I want to strongly emphasize, neither good, bad, nor indifferent. It just is.
I think this is insightful and I agree that an article with baggage is an issue. What if we changed the thrust from "dissociated mechanics" to something like... "Game mechanics that help align the vision of the player to the reality of the character can oftentimes facilitate the roleplaying experience." It is still touching on the same ideas that (my reading) of the article was pointing at, it just does so with less absolutism and provides a better rationale for why this is the case.
In an immanent system, like 3e, the player might decide that his character is trying to pull on the rug the villain is standing on in order to make him fall down. Then the DM finds some suitable mechanics to resolve the action.
In a transcendent system, like 4e, the player chooses a power that causes the target to fall prone when hit and narrates it as pulling on the rug the villain is standing on.
Right. That wasn't intended to be replacing the term, but the meaning of what the term is trying to address. Hence the phrase "What if we changed the thrust from "dissociated mechanics" to something like..." It keeps the term but loses the baggage.Well that sure is a mouth full.
I think one of the reason we coin one or two words to describe things is that it is easier.
Dissociated mechanics does not have to be a bad word. It is a good description if you don't add emotional charged baggage to it.
In some other threads, this was labelled as "fiction first" vs "rules first". Those threads consisted of pages upon pages of vigorous debate over whether or not "rules first" resulted in disassociation between rules and fiction. The length and breadth of those debates would seem to deny that the statment "neither is more dissociated than the other" can be claimed to be objective fact.Some people are simply more accustomed to starting from the character and working outwards and dislike starting with the game's mechanical elements and working inwards. But neither is more dissociated than the other.