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*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="ThirdWizard" data-source="post: 5619999" data-attributes="member: 12037"><p>Okay what is going on here? <em>I thought we had a working definition!</em></p><p></p><p>Disassociated: A mechanic that isn't a choice of the PC but a choice of the player.</p><p></p><p>I thought that was the working definition. If I'm wrong, I'm looking at this whole thread in a different light, and it is not as interesting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>And, you can talk all day about how 4e is full of disassociated rules, but if my definition is right, its just kinda sorta non-simulationist in reality, teetering on the edge of disassociation.</p><p></p><p>If 4e was really gung ho about disassociated mechanics you would do things like roll your Religion skill to determine if you know the high priest the first time you meet him in game, or roll Stealth to determine if the hallway is dark enough to let you hide in it, or your Perception roll is high enough then <em>treasure is there because of your high roll</em>. </p><p></p><p>Those are <em>moderate</em> dissociation mechanics as far as I'm concerned. But, they'd probably give simulationists a heart attack. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 5619999, member: 12037"] Okay what is going on here? [I]I thought we had a working definition![/I] Disassociated: A mechanic that isn't a choice of the PC but a choice of the player. I thought that was the working definition. If I'm wrong, I'm looking at this whole thread in a different light, and it is not as interesting. :p And, you can talk all day about how 4e is full of disassociated rules, but if my definition is right, its just kinda sorta non-simulationist in reality, teetering on the edge of disassociation. If 4e was really gung ho about disassociated mechanics you would do things like roll your Religion skill to determine if you know the high priest the first time you meet him in game, or roll Stealth to determine if the hallway is dark enough to let you hide in it, or your Perception roll is high enough then [i]treasure is there because of your high roll[/i]. Those are [I]moderate[/I] dissociation mechanics as far as I'm concerned. But, they'd probably give simulationists a heart attack. :) [/QUOTE]
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In Defense of the Theory of Dissociated Mechanics
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