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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="innerdude" data-source="post: 5622782" data-attributes="member: 85870"><p>Having read through most of the thread, and the Alexandrian's essay again, I'm just as firmly convinced as to the general premise and conclusion posited--that dissociated mechanics are bad, if they're used in the place of non-dissociated mechanics without any benefit in utility or substance (i.e., transfer of narrative control). </p><p></p><p>But the importance of that concept continues to grow in my mind, and it's based on something that struck me as I was writing my 2nd post on page 6 of the thread--namely that in order for roleplaying games to work at all, they have to represent a form of human rationality as it comes to dealing with other sentient, rational entities.</p><p></p><p>In other words, beyond any mechanical representations or resolutions, a player has to assume that their actions inside the game world will at some point receive a response. That other rational entities (read: people) are evaluating the character's actions, and formulating appropriate responses, based on the game world's structure, cultural and racial norms, the individual entities' circumstances, etc. as defined by the GM.</p><p></p><p>This, in my mind, is the heart of roleplaying. Whatever class and skills a character possesses, whatever race, whatever "level" or proficiency a character has, all of that is merely a vehicle for the player to present themselves as a particular rational entity, and that the game world is expected to respond, act, and react to what is presented. Character backbround matters because of this reality. I've seen a lot of people say in essence that no character needs a background any more specific than "I grew up with an adventuring spirit."</p><p></p><p>But if you're approaching roleplaying as a form of experiencing vicarious human interaction, that's insufficient, because the character's background naturally forms the character's own internal sense of rationality. A character with no background is literally its own dissociation--it's a mechanical construct of numbers with no basis for the point of reality it inhabits within the game world.</p><p></p><p>Now some might say that no outside observer can know personal intention anyway. That if a player wants to act randomly, it's their prerogative, and the GM, or "game world," or "mileu" be damned. "It's my character, I choose to act the way I want. It's the GM's job to figure out how it 'fits' their vision."</p><p></p><p>That's fine and good, to a point; clearly no one plays RPGs to be told how to play their character. But more often than not, it leads to natural breaks within the rationality of the character--i.e., the substance of the character within the game world. The player rarely or never associates character actions with the logical extension of rational outcomes.</p><p></p><p>Now some may say that this doesn't matter, that such a play style can be rationalized by "The character just doesn't care what other people think." </p><p></p><p>Yet the circumstances of your typical RPG adventurer precludes this basic premise. Getting good at adventuring takes waaaay too much effort to "not care." A fighter who goes around killing stuff, wenching, and drinking ale all the time isn't passively "not caring," he's actively constructing an essence so that his worldview of "not caring" can flourish. People who truly "don't care" aren't adventurers--they're lazy sacks of crap (or if they are adventurers, they're probably not very good ones).</p><p></p><p>An action/adventure RPG, regardless of system, has to assume some level of this rationality--that the characters within it consider the results of their actions within the mileu. It's part of what makes RPGs great, and a much different experience than playing Settlers of Catan, Dominion, or even the Castle Ravenloft board game.</p><p></p><p>I'm rambling a bit here I realize, but the question comes back to, what does this have to do with dissociative mechanics?</p><p></p><p>The answer is this: I don't play roleplaying games, at least for those designed from the "Actor" perspective like D&D is, to "dissociate" my character's rationality.</p><p></p><p>Dissociative mechanics in general are just one more layer of abstraction, one more set of arbitrary barriers to the type of roleplaying I enjoy, which is entirely character associative. I want to play in roleplaying games that push character association, because I enjoy exploring the sense of human rationality that such association provides.</p><p></p><p>And as I re-read the Alexandrian's essay, I was even more convinced that dissociative mechanics are inherently at odds with this paradigm.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5622782, member: 85870"] Having read through most of the thread, and the Alexandrian's essay again, I'm just as firmly convinced as to the general premise and conclusion posited--that dissociated mechanics are bad, if they're used in the place of non-dissociated mechanics without any benefit in utility or substance (i.e., transfer of narrative control). But the importance of that concept continues to grow in my mind, and it's based on something that struck me as I was writing my 2nd post on page 6 of the thread--namely that in order for roleplaying games to work at all, they have to represent a form of human rationality as it comes to dealing with other sentient, rational entities. In other words, beyond any mechanical representations or resolutions, a player has to assume that their actions inside the game world will at some point receive a response. That other rational entities (read: people) are evaluating the character's actions, and formulating appropriate responses, based on the game world's structure, cultural and racial norms, the individual entities' circumstances, etc. as defined by the GM. This, in my mind, is the heart of roleplaying. Whatever class and skills a character possesses, whatever race, whatever "level" or proficiency a character has, all of that is merely a vehicle for the player to present themselves as a particular rational entity, and that the game world is expected to respond, act, and react to what is presented. Character backbround matters because of this reality. I've seen a lot of people say in essence that no character needs a background any more specific than "I grew up with an adventuring spirit." But if you're approaching roleplaying as a form of experiencing vicarious human interaction, that's insufficient, because the character's background naturally forms the character's own internal sense of rationality. A character with no background is literally its own dissociation--it's a mechanical construct of numbers with no basis for the point of reality it inhabits within the game world. Now some might say that no outside observer can know personal intention anyway. That if a player wants to act randomly, it's their prerogative, and the GM, or "game world," or "mileu" be damned. "It's my character, I choose to act the way I want. It's the GM's job to figure out how it 'fits' their vision." That's fine and good, to a point; clearly no one plays RPGs to be told how to play their character. But more often than not, it leads to natural breaks within the rationality of the character--i.e., the substance of the character within the game world. The player rarely or never associates character actions with the logical extension of rational outcomes. Now some may say that this doesn't matter, that such a play style can be rationalized by "The character just doesn't care what other people think." Yet the circumstances of your typical RPG adventurer precludes this basic premise. Getting good at adventuring takes waaaay too much effort to "not care." A fighter who goes around killing stuff, wenching, and drinking ale all the time isn't passively "not caring," he's actively constructing an essence so that his worldview of "not caring" can flourish. People who truly "don't care" aren't adventurers--they're lazy sacks of crap (or if they are adventurers, they're probably not very good ones). An action/adventure RPG, regardless of system, has to assume some level of this rationality--that the characters within it consider the results of their actions within the mileu. It's part of what makes RPGs great, and a much different experience than playing Settlers of Catan, Dominion, or even the Castle Ravenloft board game. I'm rambling a bit here I realize, but the question comes back to, what does this have to do with dissociative mechanics? The answer is this: I don't play roleplaying games, at least for those designed from the "Actor" perspective like D&D is, to "dissociate" my character's rationality. Dissociative mechanics in general are just one more layer of abstraction, one more set of arbitrary barriers to the type of roleplaying I enjoy, which is entirely character associative. I want to play in roleplaying games that push character association, because I enjoy exploring the sense of human rationality that such association provides. And as I re-read the Alexandrian's essay, I was even more convinced that dissociative mechanics are inherently at odds with this paradigm. [/QUOTE]
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