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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Yesway Jose" data-source="post: 5622213" data-attributes="member: 6679265"><p>I think you extropolated the statement a bit out of context. Make love (not war) as much as you want.</p><p> </p><p>I think I like the idea, as well as ThirdWizard's description of FATE Declarations, but if DMs can raise the DC as high as they want to effectively negate a fiction they don't want to exist (for "good" or "bad"), I don't see how it's any different than "old school" DM adjucation that some people enjoy being removed from.</p><p></p><p>No, I've decided I would cancel that scoring altogether, for the sake of a more rigorous methodology. If you move away into subjective assessments, then the thought experiment is swayed too much by the interpretation of the observer and the statistical noise of a multitude of scenarios.</p><p> </p><p>No, because the player didn't ultimately refrain from using the ability. The thought experiment would measure the tolerance limit for what is "too much disassociation" as perceived in actual gameplay by thousands of gaming groups over many gaming sessions, and the only way to rigorously measure is that is when you force a binary measurement of "did they do it, or did they not do it?".</p><p> </p><p> </p><p> </p><p>Did anybody see my pen? It's a blue pen.</p></blockquote><p></p>
[QUOTE="Yesway Jose, post: 5622213, member: 6679265"] I think you extropolated the statement a bit out of context. Make love (not war) as much as you want. I think I like the idea, as well as ThirdWizard's description of FATE Declarations, but if DMs can raise the DC as high as they want to effectively negate a fiction they don't want to exist (for "good" or "bad"), I don't see how it's any different than "old school" DM adjucation that some people enjoy being removed from. No, I've decided I would cancel that scoring altogether, for the sake of a more rigorous methodology. If you move away into subjective assessments, then the thought experiment is swayed too much by the interpretation of the observer and the statistical noise of a multitude of scenarios. No, because the player didn't ultimately refrain from using the ability. The thought experiment would measure the tolerance limit for what is "too much disassociation" as perceived in actual gameplay by thousands of gaming groups over many gaming sessions, and the only way to rigorously measure is that is when you force a binary measurement of "did they do it, or did they not do it?". Did anybody see my pen? It's a blue pen. [/QUOTE]
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