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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="pemerton" data-source="post: 5628395" data-attributes="member: 42582"><p>Predictably enough, I'm going to compare this to my experiences with 4e.</p><p></p><p>I'm not sure "agree" is quite the right word - maybe I should say I have similar experiences - but anyway, I tend to agree with (1), partially agree with (3), and have the greatest difference from you, I think, in relation to (2).</p><p></p><p>(1) is generally true for 4e daily powers etc. Sometimes, though - like Come and Get It when the situation isn't obviously just deft polarm work - it's not always the case that they're quick. This can pull the participants out of their roles and into a discussion of what exactly is happening in the narrative. If this looks like it could be a problem, I as GM try to come up with a narration quickly - and if the players accept it then things keep moving along.</p><p></p><p>The first part of (3) I believe to be true of 4e powers. The second part is not true. But the powers, in my experience, do enhance or express the established ingame fictional reality. So they work to reinforce the shared fiction, although by a different means from that of reinforcing simulationist mechanics.</p><p></p><p>(2) is one of the obvious points of difference that's emerged in this thread. My play experience with 4e is that the pattern of daily use is not discernible in any meaningful way. Maybe it's the fact that our sessions are normally two to three weeks apart. Maybe it's the fact that we <em>don't</em> use the convention of one session = one day, which means that it's not just a case of each daily once per session.</p><p></p><p>The fact that there is an in-principle discernible pattern, which defies simulationist causation, is true, but not a problem for me. As in my partial overlap with (3), as long as the shared fiction is expressed and reinforced, it doesn't both me that this is happening via metagame mechanics that aren't just piggybacking on simulationist ones.</p><p></p><p>By the way, I take it from (3) that you <em>don't</em> allow Luck Points to be spent to produce narrative elements that aren't linked to a pre-existing action resolution event (so eg no spending a Luck Point to bring it about that your faithful servant smuggles a dagger to you in prison). If I'm right, this would make your Luck Points similar to HARP Fate Points and more constrained than OGL Conan Fate Points. (I can't remember whether Arcana Unearthed Hero Points can be used for "fiction tweaking" outside the context of enhancing a die roll.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5628395, member: 42582"] Predictably enough, I'm going to compare this to my experiences with 4e. I'm not sure "agree" is quite the right word - maybe I should say I have similar experiences - but anyway, I tend to agree with (1), partially agree with (3), and have the greatest difference from you, I think, in relation to (2). (1) is generally true for 4e daily powers etc. Sometimes, though - like Come and Get It when the situation isn't obviously just deft polarm work - it's not always the case that they're quick. This can pull the participants out of their roles and into a discussion of what exactly is happening in the narrative. If this looks like it could be a problem, I as GM try to come up with a narration quickly - and if the players accept it then things keep moving along. The first part of (3) I believe to be true of 4e powers. The second part is not true. But the powers, in my experience, do enhance or express the established ingame fictional reality. So they work to reinforce the shared fiction, although by a different means from that of reinforcing simulationist mechanics. (2) is one of the obvious points of difference that's emerged in this thread. My play experience with 4e is that the pattern of daily use is not discernible in any meaningful way. Maybe it's the fact that our sessions are normally two to three weeks apart. Maybe it's the fact that we [I]don't[/I] use the convention of one session = one day, which means that it's not just a case of each daily once per session. The fact that there is an in-principle discernible pattern, which defies simulationist causation, is true, but not a problem for me. As in my partial overlap with (3), as long as the shared fiction is expressed and reinforced, it doesn't both me that this is happening via metagame mechanics that aren't just piggybacking on simulationist ones. By the way, I take it from (3) that you [I]don't[/I] allow Luck Points to be spent to produce narrative elements that aren't linked to a pre-existing action resolution event (so eg no spending a Luck Point to bring it about that your faithful servant smuggles a dagger to you in prison). If I'm right, this would make your Luck Points similar to HARP Fate Points and more constrained than OGL Conan Fate Points. (I can't remember whether Arcana Unearthed Hero Points can be used for "fiction tweaking" outside the context of enhancing a die roll.) [/QUOTE]
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