In Defense of the Theory of Dissociated Mechanics

Of course. And as I said, by that standard, any mechanic is potentially diassociating, because we're now defining a disassociating mechanic based on whether it actually disassociates someone.

As that seems the most reasonable to me.

But that's where theAlexandrian's argument runs afoul of the anthropic principle. He presumes that other abstract mechanics like hit points and armor class are not diassociating because he isn't disassociated by them and known nobody who is. But that's because those mechanics have been in the game for 30 years. Anybody who felt disassociated by them either left the hobby or went to a more simulationist game. So of course he doesn't preceive people being disassociated by them.

Because of this, perforce, we will only observe disassociation caused by new mechanics. And 4e's power frequency is the new one. All that's been shown is that any mechanical change can cause diassociation in some people.

I am not denying that disassociation exists. People clearly feel disassociated by some aspects fo 4e. All I am saying is that there's nothing unique about 4e that causes disassociation except that it isn't pleasing to some individuals.

As you say, "It is taste."

I don't think we're in much disagreement then (if any!) :)

Yeah, but I can't pin anybody down on a consistent and relevant definition of dissociation. And that's because disassociation is being defined backwards. TheAlexandrian used it as a label for "the reasons people don't like some of 4e's abstract mechanics" (not a direct quote). And then everybody substitutes their own personal theory for why that is and calls it "disociated". For me, it's quite simple: a dissociated mechanic is any mechanic that causes that individual to feel disassociated from a game; and that feeling is going to be personal to that person.

I basically agree, though my definition would limit it to meta mechanics in particular. Either way, it is entirely personal and subjective. Words that describe inherently subjective perceptions or feelings -like the word "beautiful"- I find useful to communication.

Others, who find it offensive, probably don't. And I understand that. I don't think that the bias of the article should completely invalidate the idea of having a term for "meta mechanics that draw players out of immersion" or, as I think you prefer, an even looser definition of "mechanics that draw players out of immersion." Personally, if the definition worked either way, I think it'd be useful as long as nobody was offended by it.

As far as whether or not the article is saying it's unique to 4e, I really don't care. I'm not attacking 4e, like I've said a number of times in this thread. There's no reason to talk to me about it when I have little to nothing to contribute here.

As always, play what you like :)
 

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The meteorologists I knew at University would say that it started raining because it started raining. At least, if you got them drunk enough to admit it. Meteorology, like earthquake prediction, is not an exact science until you get close enough to the event happening for it to be an exact science. It may be bad for cause-and-effect, but that's because there's not just one cause active at any given time in any but the simplest situation or crudest simulation.
That's fine. It doesn't matter what the reason is, or whether the reason is objectively true. It was my mistake to use the word "meteorological" instead of "atmospherical" or something like that.
 

I understand that. I don't think that the bias of the article should completely invalidate the idea of having a term for "meta mechanics that draw players out of immersion" or, as I think you prefer, an even looser definition of "mechanics that draw players out of immersion." Personally, if the definition worked either way, I think it'd be useful as long as nobody was offended by it.
Well, I think, since we agree that any "meta-mechanics" is potentially dissociative, it might be better to talk about dissociation as a state for individuals rather than mechanics.

Applying it to any given mechanic makes it sound as if that mechanic is inherently different from other mechanics (even though we acknowledge they too may cause dissociation).

As far as whether or not the article is saying it's unique to 4e, I really don't care. I'm not attacking 4e, like I've said a number of times in this thread.
Yeah, sorry. Didn't mean to ascribe to you a position on the matter.
 

Well, I think, since we agree that any "meta-mechanics" is potentially dissociative, it might be better to talk about dissociation as a state for individuals rather than mechanics.

Applying it to any given mechanic makes it sound as if that mechanic is inherently different from other mechanics (even though we acknowledge they too may cause dissociation).

I wouldn't be against that definition at all. You could say, "dissociated mechanic" for any mechanic, or "dissociated meta mechanic" if you wanted to single it out as meta.

Yeah, sorry. Didn't mean to ascribe to you a position on the matter.

No worries. As always, play what you like :)
 


Furthermore, as per my imagined example of playing G2 upthread, some rules - like AD&D's hit point rules - seem able to straddle Actor and Author stance simultaneously. This is probably a feature rather than a bug, at least for those who value immersion.
Good point.

And I think that 4e's metagame mechanics can fairly easily be played in this same sort of straddling way, where the adoption of Author stance does not require abandoning first-person narration or inhabitation of the PC, and therefore need not disrupt immersion.
Disclaimer: I am not sure if/what I am trying to prove, just musing...

Hit points is one often cited as an example of "disassociated mechanics". Ironically, the only people claiming that hp could be considered "disassociated" are AFAIK the ones that are defending 4E from "disassociation".

It's not until your statement above that anybody defending 4E actually speculated *why* hit points might be deemed to be less "disassociative" for the immersionists.

Before this, I believe the general argument was that hit points have been around long enough that people have learned to tolerate it. That's a theory, but not a proof. To prove it, you'd have to take a 4E mechanic, travel back in time, retroactively insert it into D&D, and then come back to the present and see which mechanic is still being argued as more "disassociated" than the other. Correct me if I'm wrong.
 
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That's fine. It doesn't matter what the reason is, or whether the reason is objectively true. It was my mistake to use the word "meteorological" instead of "atmospherical" or something like that.

Reasons. Plural. This is important. Doing X leads to Y happening. Doing X while someone else is doing Z may lead to Y not happening after all. There is more than one possible result for doing X because there is Z... and a whole alphabet of other things going on at the same time.
 

This doesn't follow for me.

Imagine that after a long drought there is rain. The village says "Hallelujah, it's a miracle". It's just people trying to deduce a cause-and-effect for the phenomenon. Nobody would accuse the end of the drought itself to be a disassociation, because presumably there is some meteorological reason for it, and the village just had a different explanation.

I think we've covered this before, that the character's explanation of the result of a mechanic may run parallel but not conform to the "real" reason.

<snip>

So A is defined as B and B is disadvantageous because of C

So you go look for a Y and show that C is not true, therefore Y is not B and A is not B?

That's your black swan????
You' seem to be making an assumption about the actual play I reported which is not true.

You seem to be assuming that when the player of the paladin says (in character) "But the Raven Queen turned me back", this is an expression of that paladin's hope, but not an accurate report of what actually happened in the fiction.

That assumption is false. Which is why I said, when I introduced the anecdote, that the player treated the duration mechanic as a metagame mechanic.

In saying (in character) what he said, the player of the paladin has both expressed the paladin's religious conviction, and established a fact about the gameworld, namely, that the Raven Queen turned the paladin back. Within the fiction, there is no other explanation for why the spell ended. It's not at all like your meteorological analogy.

To put it in terms of your placeholder variables: I haven't shown you a Y. I've shown you a B that is not a C. That is, I've shown you an instance of the sort of play that the Alexandrian condemns as dissociative - namely, taking a mechanic and more-or-less ad hocly attributing an ingame significance to it - that in fact did not dissociate but reinforced the fiction and helped the player inhabit his character within that fiction. (In terms of stances, the player seems to have simultaneously occupied Director and Actor stances.)

It's not until your statement above that anybody defending 4E actually speculated *why* hit points might be deemed to be less "disassociative" for the immersionists.
Well, I posted my G2 example quite a way upthread, but it didn't get much traction.

Before this, I believe the general argument was that hit points have been around long enough that people have learned to tolerate it. That's a theory, but not a proof.
On this issue I tend to agree with Wrecan. It's about players as much as mechanics.

The fact that some players can straddle Author and Actor stance in relation to hit points tells us something about hit points as a mechanic - they can permit such straddling - but it also tells us something about those people - they're prepared to straddle in that way. It's a historical fact, after all, that lots of players have not been prepared to do this, and therefore migrated to RQ, RM etc. I was one of them. And I still find pre-4e hit points wonky.

I mean, I could just as easily point to my player straddling Director and Actor stance while playing his paladin, as point to hit points, to show the possibility of straddling. That doesn't show that all, or most, or even many, players are actually interested in straddling those stances while playing 4e. But it does show that the link between 4e and immersion-disruption is contingent and highly relative to the interests, experiences, preferences etc of the players in question.
 
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I think I'd prefer "dissociated player".
Reminds me of a couple squabbling "It's your fault... No, it's your fault". Or in this case, "The mechanics are disassociated.... no you're disassociated". But unlike the couple, which is allocating blame between two human beings, this is about allocating blame to a person or a "dumb" rule ("dumb" as incognizant, not stupid). It seems to me that whoever's right, it's less personal to blame the mechanics and give the player the benefit of the doubt. After, like my parents used to say, you're not a bad boy, you just had bad behavior.
 

Well, I think, since we agree that any "meta-mechanics" is potentially dissociative, it might be better to talk about dissociation as a state for individuals rather than mechanics.
Agreed.

I find 4e better for world building because, unlike prior systems, I don't have to write in systems to correct for problems with objective mechanics.
Interesting. Like I posted upthread, I feel that 4e isn't a world building setting, because (a bit like The Dying Earth) it seems to focus more on situation.

Could you say a bit more about your worlds, and how you've used them in game?
 

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