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Community
General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="JamesonCourage" data-source="post: 5628006" data-attributes="member: 6668292"><p>That could very well be true. I agree.</p><p></p><p></p><p></p><p>Correct (as in, that's what I meant) again! I feel like we're on the same wavelength.</p><p></p><p></p><p></p><p>Again, meta mechanics are already described. However, sometimes meta mechanics help me fulfill my role, or stay immersed, as odd as that may seem. That's how I feel about "Luck Points" in my game (modeled after Hero Points). Even though they're definitely a meta mechanic, it tends not to pull me out of immersion (and I don't think it does to my players).</p><p></p><p>However, there are some meta mechanics that do that (subjectively) to certain players. This would be dissociated. With this term, I could theoretically say, "Luck Points are meta mechanics to me, but a barbarian's rage and a rogue's evasion are dissociated to me" and we have a nice, succinct term for separating the two.</p><p></p><p>Is it something new? No, it's basically "meta mechanics that draw me out of immersion." That's not a new concept. But I find the word is useful, in that sense, in the same way that something like the word "beautiful" is useful subjectively, yet allows you to communicate feeling or perception.</p><p></p><p>I've really liked where this discussion has led, though. It's clarified a few things for me. Thanks for the talk thus far.</p><p></p><p>And, 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: 5628006, member: 6668292"] That could very well be true. I agree. Correct (as in, that's what I meant) again! I feel like we're on the same wavelength. Again, meta mechanics are already described. However, sometimes meta mechanics help me fulfill my role, or stay immersed, as odd as that may seem. That's how I feel about "Luck Points" in my game (modeled after Hero Points). Even though they're definitely a meta mechanic, it tends not to pull me out of immersion (and I don't think it does to my players). However, there are some meta mechanics that do that (subjectively) to certain players. This would be dissociated. With this term, I could theoretically say, "Luck Points are meta mechanics to me, but a barbarian's rage and a rogue's evasion are dissociated to me" and we have a nice, succinct term for separating the two. Is it something new? No, it's basically "meta mechanics that draw me out of immersion." That's not a new concept. But I find the word is useful, in that sense, in the same way that something like the word "beautiful" is useful subjectively, yet allows you to communicate feeling or perception. I've really liked where this discussion has led, though. It's clarified a few things for me. Thanks for the talk thus far. And, as always, play what you like :) [/QUOTE]
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In Defense of the Theory of Dissociated Mechanics
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