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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Hussar" data-source="post: 5628357" data-attributes="member: 22779"><p>Fair enough and I'd say you've nailed it pretty much spot on.</p><p></p><p></p><p></p><p>Players don't world build. DM's world build. So, as far as the players are concerned, they don't really care.</p><p></p><p>And, wouldn't the fact that given effects are no longer tied to a single pre-defined explanation not actually give you MORE freedom to worldbuild? I mean, if all effects work in only one way, the mechanically defined one, then your worldbuilding must be informed by those mechanics. You cannot break out of those pre-definitions without rewriting the mechanics.</p><p></p><p></p><p></p><p>I would argue that forcing players to be more engaged at the table and to take be active participants, rather than passive consumers, is a feature, not a bug. If the players refuse to engage in narrative building, isn't that a failing of the players, not the system?</p><p></p><p>Or, perhaps a less charitable way of phrasing it might be - 3e players need to be spoonfed their narrative because they're incapable of creating their own?</p><p></p><p>I certainly wouldn't say that. I'd say that 3e players are every bit as creative as any other RPG players. Why not give them the opportunity to express that creativity?</p><p></p><p></p><p></p><p>There's a danger here of going a bit overboard though. Most powers and effects really aren't disassociated in any real meaningful way. Most are pretty easily visualized within the context of the scenario. Tide of Iron - hit the target and push it back one square so long as it's only one size larger than you or smaller - isn't likely to break anyone's immersion too easily.</p><p></p><p>And, even a cursory reading of the PHB shows that there are far more powers like Tide of Iron than like Come and Get It. It would be trivially easy for a group to have virtually no disassociated powers at any given level.</p><p></p><p></p><p></p><p>Play what you want to play, of course. But, again, don't make mountains out of mole hills. The number of truly problematic powers isn't anywhere near as great as all that. Most are perfectly easily justifiable. It might be beneficial to go back and actually look at the powers and think about which ones you would find problematic and see if they do, indeed constitute even a large minority of the available powers.</p><p></p><p>By the same token, I have to admit, Bards bug the crap out of me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>This only has an effect on world building if you insist on the idea that mechanics = the physics of the world. If, instead, you see mechanics as a tool for task resolution, then this problem vanishes.</p><p></p><p>Funnily enough, I've never seen anyone complain about having a difficult time world building in games like Spirit of the Century or HERO.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5628357, member: 22779"] Fair enough and I'd say you've nailed it pretty much spot on. Players don't world build. DM's world build. So, as far as the players are concerned, they don't really care. And, wouldn't the fact that given effects are no longer tied to a single pre-defined explanation not actually give you MORE freedom to worldbuild? I mean, if all effects work in only one way, the mechanically defined one, then your worldbuilding must be informed by those mechanics. You cannot break out of those pre-definitions without rewriting the mechanics. I would argue that forcing players to be more engaged at the table and to take be active participants, rather than passive consumers, is a feature, not a bug. If the players refuse to engage in narrative building, isn't that a failing of the players, not the system? Or, perhaps a less charitable way of phrasing it might be - 3e players need to be spoonfed their narrative because they're incapable of creating their own? I certainly wouldn't say that. I'd say that 3e players are every bit as creative as any other RPG players. Why not give them the opportunity to express that creativity? There's a danger here of going a bit overboard though. Most powers and effects really aren't disassociated in any real meaningful way. Most are pretty easily visualized within the context of the scenario. Tide of Iron - hit the target and push it back one square so long as it's only one size larger than you or smaller - isn't likely to break anyone's immersion too easily. And, even a cursory reading of the PHB shows that there are far more powers like Tide of Iron than like Come and Get It. It would be trivially easy for a group to have virtually no disassociated powers at any given level. Play what you want to play, of course. But, again, don't make mountains out of mole hills. The number of truly problematic powers isn't anywhere near as great as all that. Most are perfectly easily justifiable. It might be beneficial to go back and actually look at the powers and think about which ones you would find problematic and see if they do, indeed constitute even a large minority of the available powers. By the same token, I have to admit, Bards bug the crap out of me. :D This only has an effect on world building if you insist on the idea that mechanics = the physics of the world. If, instead, you see mechanics as a tool for task resolution, then this problem vanishes. Funnily enough, I've never seen anyone complain about having a difficult time world building in games like Spirit of the Century or HERO. [/QUOTE]
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