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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Hussar" data-source="post: 5620675" data-attributes="member: 22779"><p>Yeah, I can pretty much agree with all of that. </p><p></p><p>Thing is, people are trying to say that adding Type 3 mechanics suddenly makes the game less of a role playing game and more of a simple board game. As if having the DM in the privileged position is necessary for a game to be a "true" RPG.</p><p></p><p>There's all sorts of games out there that use Type 3 mechanics that are all perfectly well suited to being called RPG's. And it's not like these are earth shatteringly new to begin with. The old 007 game from way back when had hero points (can't remember what they were called) where you could add or subtract things from a scene to make it more "Bondesque". Need trash cans to pull over to slow down the pursuing thugs? Spend a hero point and poof, there are now trash cans in the alleyway.</p><p></p><p>To me, there is no difference between that and saying that the rogue can only do something once per day. It's a resource. It's not MEANT to define the world. Not every mechanic in the game is required to define the game world. It's perfectly fine to have mechanics that have no game world explanation.</p><p></p><p>It's only when people try to force mechanics that obviously are not meant to have game world explanations into being world defining that problems occur.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5620675, member: 22779"] Yeah, I can pretty much agree with all of that. Thing is, people are trying to say that adding Type 3 mechanics suddenly makes the game less of a role playing game and more of a simple board game. As if having the DM in the privileged position is necessary for a game to be a "true" RPG. There's all sorts of games out there that use Type 3 mechanics that are all perfectly well suited to being called RPG's. And it's not like these are earth shatteringly new to begin with. The old 007 game from way back when had hero points (can't remember what they were called) where you could add or subtract things from a scene to make it more "Bondesque". Need trash cans to pull over to slow down the pursuing thugs? Spend a hero point and poof, there are now trash cans in the alleyway. To me, there is no difference between that and saying that the rogue can only do something once per day. It's a resource. It's not MEANT to define the world. Not every mechanic in the game is required to define the game world. It's perfectly fine to have mechanics that have no game world explanation. It's only when people try to force mechanics that obviously are not meant to have game world explanations into being world defining that problems occur. [/QUOTE]
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