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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Crazy Jerome" data-source="post: 5628831" data-attributes="member: 54877"><p>Well, we've already had one discussion about the problems of conducting a rigorous experiment of that nature. <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>But as much evidence (not proof) as we can or could get--given the nature of the problem and the motivations people have to dedicate how much resources to study it--is the testimony of people who were there, and how people reacted to those early mechanics. And to be fair, we really ought to look at what people said at the time, so as not to push any agenda. </p><p> </p><p>I think if you go back and look at what was written at the time, you'll find it pretty clear that some people complained rather forcefully that hit points and similar things had the tendency to pull them out of an immersive state; that metagaming mechanics were partially to blame; that abstraction (pushed "too far") was partially to blame; and so forth. <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></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5628831, member: 54877"] Well, we've already had one discussion about the problems of conducting a rigorous experiment of that nature. ;) But as much evidence (not proof) as we can or could get--given the nature of the problem and the motivations people have to dedicate how much resources to study it--is the testimony of people who were there, and how people reacted to those early mechanics. And to be fair, we really ought to look at what people said at the time, so as not to push any agenda. I think if you go back and look at what was written at the time, you'll find it pretty clear that some people complained rather forcefully that hit points and similar things had the tendency to pull them out of an immersive state; that metagaming mechanics were partially to blame; that abstraction (pushed "too far") was partially to blame; and so forth. :D [/QUOTE]
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