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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="JamesonCourage" data-source="post: 5627994" data-attributes="member: 6668292"><p>Yep <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>A critical hit is a hit that is extra good, basically, right? The in-game reasoning can definitely be learned, explored, or observed; the creature has a weak spot that you attacked. You do not have to be able to learn, explore, or observe <em>how</em> to do something in order for it to be associated. You must be able to learn, explore, or observe the reasoning of a mechanic in-game.</p><p></p><p>To that end, critical hits are definitely associated, as far as I can tell. And definitely abstract.</p><p></p><p></p><p></p><p>Hopefully, now you actually know my definition.</p><p></p><p>As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Even if that's the case, as I mentioned, "rigorous testing need not be applied, just knowing that a mechanic works in such a way <em>can be dissociating in an of itself to certain players.</em>" </p><p></p><p></p><p></p><p>Trust me, that's probably not the case <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>It is taste. The fact that the pattern is obviously present (even if the characters will probably never experience it in-game) can be very dissociating to some people.</p><p></p><p>Again, I'd posit that abstraction and dissociation or metagame mechanics are all different things, but metagame mechanics and dissociated mechanics are much more similar to one another than to associated abstract mechanics. I know you use abstract and dissociated interchangeably (or, at least, I thought you posted that in this thread), but I really, strongly disagree.</p><p></p><p>As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5627994, member: 6668292"] Yep :) A critical hit is a hit that is extra good, basically, right? The in-game reasoning can definitely be learned, explored, or observed; the creature has a weak spot that you attacked. You do not have to be able to learn, explore, or observe [I]how[/I] to do something in order for it to be associated. You must be able to learn, explore, or observe the reasoning of a mechanic in-game. To that end, critical hits are definitely associated, as far as I can tell. And definitely abstract. Hopefully, now you actually know my definition. As always, play what you like :) Even if that's the case, as I mentioned, "rigorous testing need not be applied, just knowing that a mechanic works in such a way [I]can be dissociating in an of itself to certain players.[/I]" Trust me, that's probably not the case ;) It is taste. The fact that the pattern is obviously present (even if the characters will probably never experience it in-game) can be very dissociating to some people. Again, I'd posit that abstraction and dissociation or metagame mechanics are all different things, but metagame mechanics and dissociated mechanics are much more similar to one another than to associated abstract mechanics. I know you use abstract and dissociated interchangeably (or, at least, I thought you posted that in this thread), but I really, strongly disagree. As always, play what you like :) [/QUOTE]
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