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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="howandwhy99" data-source="post: 5617653" data-attributes="member: 3192"><p>I'm not a fan of dissociated mechanics, but I do agree they can be made to work wonderfully if those <em>are</em> the rules. Rules in and of themselves inhibit immersion in the fantasy world. Chess is a fantasy world of kings and queens, bishops and knights. The rules, however, are not helping anyone tell a quality story in narrative terms or immersing players in that reality. </p><p></p><p>So rather than play with rules designed with an eye towards enabling a group of people to craft a quality narrative, or perhaps rules for an abstracted strategy game with story incongruously attached, I prefer a reality puzzle game - a game where the actions of that reality are the patterns interacted strategically with. Computer-simulated reality games operate very similarly. The game Portal is an excellent example. Only table top puzzle games operate with one person repeating the puzzle's code from behind a screen. This code represents concepts with particulars attached to different semantic meanings. Want more detail? Add more singular conceptions to the vocabulary incorporated into the puzzle. </p><p></p><p>In my case, the whole idea is for the code to be as similar with its connections to the connections of the original concept covered by the word as possible. However, it also needs to be as elegant and streamlined as one can make it to enable quick and enjoyable play. Ironically, this elegance actually feeds into the enjoyment of the players as they discern its beauty over the length of the game. The design also should incorporate the most common game activities players enjoy (e.g collecting and counting resources, memorizing where everything is, evaluating resources on hand, accounting for time, planning several moves ahead, etc.)</p><p></p><p>A good puzzle maker will include high complexity within a simple design, just like Chess. But unlike Chess this designer is tying elements to word definitions (best taken from a dictionary), so "associated design" must be addressed, which, fortunately, simulation games have a long history of doing. </p><p></p><p>For an example, think of the blueprints of a Rubik's Cube behind a screen. </p><p>P: "I move side 4 of the Rubik's Cube 180 degree counterclockwise" </p><p>DM "Okay, let me tell you the new configuration," rather than "Do 10 push ups and you can tell me what that means." </p><p>Resolution mechanics are not involved.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5617653, member: 3192"] I'm not a fan of dissociated mechanics, but I do agree they can be made to work wonderfully if those [I]are[/I] the rules. Rules in and of themselves inhibit immersion in the fantasy world. Chess is a fantasy world of kings and queens, bishops and knights. The rules, however, are not helping anyone tell a quality story in narrative terms or immersing players in that reality. So rather than play with rules designed with an eye towards enabling a group of people to craft a quality narrative, or perhaps rules for an abstracted strategy game with story incongruously attached, I prefer a reality puzzle game - a game where the actions of that reality are the patterns interacted strategically with. Computer-simulated reality games operate very similarly. The game Portal is an excellent example. Only table top puzzle games operate with one person repeating the puzzle's code from behind a screen. This code represents concepts with particulars attached to different semantic meanings. Want more detail? Add more singular conceptions to the vocabulary incorporated into the puzzle. In my case, the whole idea is for the code to be as similar with its connections to the connections of the original concept covered by the word as possible. However, it also needs to be as elegant and streamlined as one can make it to enable quick and enjoyable play. Ironically, this elegance actually feeds into the enjoyment of the players as they discern its beauty over the length of the game. The design also should incorporate the most common game activities players enjoy (e.g collecting and counting resources, memorizing where everything is, evaluating resources on hand, accounting for time, planning several moves ahead, etc.) A good puzzle maker will include high complexity within a simple design, just like Chess. But unlike Chess this designer is tying elements to word definitions (best taken from a dictionary), so "associated design" must be addressed, which, fortunately, simulation games have a long history of doing. For an example, think of the blueprints of a Rubik's Cube behind a screen. P: "I move side 4 of the Rubik's Cube 180 degree counterclockwise" DM "Okay, let me tell you the new configuration," rather than "Do 10 push ups and you can tell me what that means." Resolution mechanics are not involved. [/QUOTE]
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