Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="wrecan" data-source="post: 5626895" data-attributes="member: 64825"><p>I'm not sure I understand how narrative can supersede contextualization since the narrative is a result of the contextualization of what happens at the game table.</p><p></p><p></p><p>I don't think that's specific to disassociated mechanics. All mechanics place themselves above the other factors because only mechanics are rules that dictate specific results.</p><p></p><p>Let's take the good old "Stinking Cloud" spell. The spell dictates that the victim (assuming he fails his save) begins to retch and vomit for a specific period of time. That's a specific mechanical effect, and I would not classify it as a disassociated effect. Barring the DM and players agreeing to ignore it, this effect applies even if the victim had been established as having an empty belly, even if the heroic sweep of the story is ruined by making the hero retch in a given circumstance. The Stinking Cloud mechanic has elevated itself above what some might consider to be the physical laws of the world, above the player's vision of his avatar's construct, our own perceived real-world experiences, perhaps the GM's own personal interpretation of the fictional world construct. </p><p></p><p>But that's because that's what mechanics do. They demand to be applied, well, mechanically. In this respect, disassociated mechanics like hit points, attack rolls and daily powers are no different than associated mechanics like stinking cloud spells.</p><p></p><p>In the end, with respect to contextualization and narrative, I think the narrative follows (and is in fact created by) the contextualization of the mechanics. The basic flow is:</p><p></p><p>Player/DM declares what action is attempted</p><p>Player/DM rolls dice to determine if action is successful</p><p>Player/DM consults the mechanical effect of the results</p><p>Player/DM describes (i.e., contextualizes) those results into the narrative</p><p>Other Players/DM almost always accept that description. If not, then the group will replace it with one the group can accept.</p><p>Most of this time this occurs so quickly, that you don't even note the discrete steps. </p><p></p><p>This can also occur without dice or mechanics. Does the following sound familiar:</p><p></p><p>DM: After you knock, a loud chime resounds through the hall and the doors open. You enter the duchess' chambers. She is in an exquisite gown, and she is flanked by her exchequer, her master-of-arms and some guards wielding halberds. She acknowledges you and says "I have heard much of you, Heroes of Westerly. I wodner how much of the legends are true."</p><p></p><p>Tom: I say "Nice knockers!"</p><p></p><p>DM: No, you don't.</p><p></p><p>Tom: What? I meant in the hall.</p><p></p><p>DM: Don't say that.</p><p></p><p>Harry: Tom, don't be a jerk.</p><p></p><p>Tom: Fine. </p><p></p><p>What happened? The player (Tom) declared his attempted action (a blue joke) and the DM and other players rejected that addition to the narrative and replaced it with their own (no blue joke). It happens all the time in games and we rarely consider them. It's only when the mechanics are of a style who contextualization we haven't yet internalized, does it become jarring to us.</p></blockquote><p></p>
[QUOTE="wrecan, post: 5626895, member: 64825"] I'm not sure I understand how narrative can supersede contextualization since the narrative is a result of the contextualization of what happens at the game table. I don't think that's specific to disassociated mechanics. All mechanics place themselves above the other factors because only mechanics are rules that dictate specific results. Let's take the good old "Stinking Cloud" spell. The spell dictates that the victim (assuming he fails his save) begins to retch and vomit for a specific period of time. That's a specific mechanical effect, and I would not classify it as a disassociated effect. Barring the DM and players agreeing to ignore it, this effect applies even if the victim had been established as having an empty belly, even if the heroic sweep of the story is ruined by making the hero retch in a given circumstance. The Stinking Cloud mechanic has elevated itself above what some might consider to be the physical laws of the world, above the player's vision of his avatar's construct, our own perceived real-world experiences, perhaps the GM's own personal interpretation of the fictional world construct. But that's because that's what mechanics do. They demand to be applied, well, mechanically. In this respect, disassociated mechanics like hit points, attack rolls and daily powers are no different than associated mechanics like stinking cloud spells. In the end, with respect to contextualization and narrative, I think the narrative follows (and is in fact created by) the contextualization of the mechanics. The basic flow is: Player/DM declares what action is attempted Player/DM rolls dice to determine if action is successful Player/DM consults the mechanical effect of the results Player/DM describes (i.e., contextualizes) those results into the narrative Other Players/DM almost always accept that description. If not, then the group will replace it with one the group can accept. Most of this time this occurs so quickly, that you don't even note the discrete steps. This can also occur without dice or mechanics. Does the following sound familiar: DM: After you knock, a loud chime resounds through the hall and the doors open. You enter the duchess' chambers. She is in an exquisite gown, and she is flanked by her exchequer, her master-of-arms and some guards wielding halberds. She acknowledges you and says "I have heard much of you, Heroes of Westerly. I wodner how much of the legends are true." Tom: I say "Nice knockers!" DM: No, you don't. Tom: What? I meant in the hall. DM: Don't say that. Harry: Tom, don't be a jerk. Tom: Fine. What happened? The player (Tom) declared his attempted action (a blue joke) and the DM and other players rejected that addition to the narrative and replaced it with their own (no blue joke). It happens all the time in games and we rarely consider them. It's only when the mechanics are of a style who contextualization we haven't yet internalized, does it become jarring to us. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
Top