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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="ThirdWizard" data-source="post: 5621982" data-attributes="member: 12037"><p>I think another mechanic of FATE might be interesting to you. Players have the ability to make Declarations that define aspects of the scene. I'll paraphrase an example out of the Dresden Files RPG book, which uses the FATE rules (they're OGL). In the example, a character is being chased by vampires and makes the Declaration that there are pipes full of running water in the area. The GM sets what amounts to a DC for his skill roll (in this case Alertness) and if he succeeds, they are there. If he doesn't make the roll they aren't there. In the setting vampires don't like running water.</p><p></p><p>So this is a rule in the system that allows players to mechanically define a scene with a set difficulty to beat. In D&D, scene definition is something completely under the purview of the DM. But, in other games, it can be a shared role between players and game masters. As traditional roles blur, so can the feel and mood of the game shift. When you play the Dresden Files RPG, it isn't like playing in D&D, but you feel like you're a living in the world of the Dresden Files novels. It's trying to evoke a different experience, and the conceits of the game reflect that.</p><p></p><p></p><p></p><p>That's like saying "I don't like chocolate, so we need to <em>kill all the cocoa trees</em>!</p><p></p><p>Maybe Dungeons and Dragons 4e is <em>better</em> for its dissociated mechanics for some.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 5621982, member: 12037"] I think another mechanic of FATE might be interesting to you. Players have the ability to make Declarations that define aspects of the scene. I'll paraphrase an example out of the Dresden Files RPG book, which uses the FATE rules (they're OGL). In the example, a character is being chased by vampires and makes the Declaration that there are pipes full of running water in the area. The GM sets what amounts to a DC for his skill roll (in this case Alertness) and if he succeeds, they are there. If he doesn't make the roll they aren't there. In the setting vampires don't like running water. So this is a rule in the system that allows players to mechanically define a scene with a set difficulty to beat. In D&D, scene definition is something completely under the purview of the DM. But, in other games, it can be a shared role between players and game masters. As traditional roles blur, so can the feel and mood of the game shift. When you play the Dresden Files RPG, it isn't like playing in D&D, but you feel like you're a living in the world of the Dresden Files novels. It's trying to evoke a different experience, and the conceits of the game reflect that. That's like saying "I don't like chocolate, so we need to [i]kill all the cocoa trees[/i]! Maybe Dungeons and Dragons 4e is [i]better[/i] for its dissociated mechanics for some. [/QUOTE]
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In Defense of the Theory of Dissociated Mechanics
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