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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Crazy Jerome" data-source="post: 5627803" data-attributes="member: 54877"><p>You could also make narration established thus far have greater weight than a purist reading of 4E might indicate. That is, the purist reading is that the power does exactly what it says it does, period, end of story, and this never moves, no matter what. And people can change the narration to work around that, but they can't rule on the mechanical result being less than perfectly relevant to the situation. We've had some nasty little 3-5 way "discussions" on that very topic. See pushing giant zombies. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p> </p><p>But since immersion is the concern here, there is nothing wrong with making any established narrative relevant going forward. If you rule that your version of Come and Get It works by causing people with weapons nearby to get fooled into thinking you an easy mark--then it doesn't work on mindless foes, archers, or wizards holding an orb and wanting to stay as far away from you as possible. There is room for all kinds of dickery here, which is probably a big part of the purists' objection to it, but for a group of like-minded folks that value their immersion enough, it would be an easy way to go. </p><p> </p><p>Note that you can enshrine some of this in house rules if you want, but contra the essay, it is not necessary for spot fictional ruling to invoke rules. They can simply be ad hoc determinations. My experience is that like-minded groups doing that come to an understanding about fictional expectations fairly rapidly, and the whole thing fades into the background. If you think like that, then once you've established how your power works, it would never cross your mind to use it any other way, and thus need to be called on it. And of course, sometimes the power reasoning in the fiction would be such that the power gains options instead of losing them. I'm fairly certain that is also a desired trait for people who care enough about immersion to want to do this.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5627803, member: 54877"] You could also make narration established thus far have greater weight than a purist reading of 4E might indicate. That is, the purist reading is that the power does exactly what it says it does, period, end of story, and this never moves, no matter what. And people can change the narration to work around that, but they can't rule on the mechanical result being less than perfectly relevant to the situation. We've had some nasty little 3-5 way "discussions" on that very topic. See pushing giant zombies. :cool: But since immersion is the concern here, there is nothing wrong with making any established narrative relevant going forward. If you rule that your version of Come and Get It works by causing people with weapons nearby to get fooled into thinking you an easy mark--then it doesn't work on mindless foes, archers, or wizards holding an orb and wanting to stay as far away from you as possible. There is room for all kinds of dickery here, which is probably a big part of the purists' objection to it, but for a group of like-minded folks that value their immersion enough, it would be an easy way to go. Note that you can enshrine some of this in house rules if you want, but contra the essay, it is not necessary for spot fictional ruling to invoke rules. They can simply be ad hoc determinations. My experience is that like-minded groups doing that come to an understanding about fictional expectations fairly rapidly, and the whole thing fades into the background. If you think like that, then once you've established how your power works, it would never cross your mind to use it any other way, and thus need to be called on it. And of course, sometimes the power reasoning in the fiction would be such that the power gains options instead of losing them. I'm fairly certain that is also a desired trait for people who care enough about immersion to want to do this. [/QUOTE]
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