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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Yesway Jose" data-source="post: 5630828" data-attributes="member: 6679265"><p>Sure, but some are more plausible than others for any one person.</p><p> </p><p>The sensors not always picking up every speech pattern is extremely plausible to me. However, thinking of the bigger pattern, it's more plausible when 1/day is hardwired into the fiction, like it takes a day to power up the laser again. In that way, there can never be a "disassociation" when the sensors could probably work more than once per day but didn't. (But yes, you'd need a new mechanic if the fiction dictated that the martians upgraded the power core).</p><p> </p><p>Interestingly, if the DM said "No way in hell are there UFO and martian aliens in my game!" then the power IS 'disassociated" because the reasoning used the explain the mechanic in-game cannot be true. With the game world defined as alien-free, that mechanic is <strong>inherently</strong> disassociated to the game world (whatever "inherently" means?)</p><p> </p><p>Interestingly, the more fiction implied by the mechanic, I guess the more room for disassociation. Which makes sense for simulationist mechanics. Unlike picking a rule and adapting the fiction, in simulationist roleplaying the player thinks from the fiction and grabs the best rule -- the one that already feels the most associated.</p><p> </p><p></p><p> </p><p>I guess that's all related to world-building - 3E would offload much of the responsiblity to the designers to decide the fluff that is <strong>default</strong>, 4E would offload more (but not all) of the responsiblity to the DM/players to narrate the fluff ad hoc or not. The cohesiveness of the game world is then dependant on the effort and imagination of the designer or DM/players. (I hope I'm not re-stating something obvious that someone else stated a little earlier, I think I probably am).</p><p> </p><p>Oh, I agree. Following from above, though, I think it's fair to say that: with more freedom, comes great responsibility. The burden of that responsibility is entirely up to whether the players perceive it as such. Tactical skirmish, for example, don't perceive it. An immersionist would.</p></blockquote><p></p>
[QUOTE="Yesway Jose, post: 5630828, member: 6679265"] Sure, but some are more plausible than others for any one person. The sensors not always picking up every speech pattern is extremely plausible to me. However, thinking of the bigger pattern, it's more plausible when 1/day is hardwired into the fiction, like it takes a day to power up the laser again. In that way, there can never be a "disassociation" when the sensors could probably work more than once per day but didn't. (But yes, you'd need a new mechanic if the fiction dictated that the martians upgraded the power core). Interestingly, if the DM said "No way in hell are there UFO and martian aliens in my game!" then the power IS 'disassociated" because the reasoning used the explain the mechanic in-game cannot be true. With the game world defined as alien-free, that mechanic is [B]inherently[/B] disassociated to the game world (whatever "inherently" means?) Interestingly, the more fiction implied by the mechanic, I guess the more room for disassociation. Which makes sense for simulationist mechanics. Unlike picking a rule and adapting the fiction, in simulationist roleplaying the player thinks from the fiction and grabs the best rule -- the one that already feels the most associated. I guess that's all related to world-building - 3E would offload much of the responsiblity to the designers to decide the fluff that is [B]default[/B], 4E would offload more (but not all) of the responsiblity to the DM/players to narrate the fluff ad hoc or not. The cohesiveness of the game world is then dependant on the effort and imagination of the designer or DM/players. (I hope I'm not re-stating something obvious that someone else stated a little earlier, I think I probably am). Oh, I agree. Following from above, though, I think it's fair to say that: with more freedom, comes great responsibility. The burden of that responsibility is entirely up to whether the players perceive it as such. Tactical skirmish, for example, don't perceive it. An immersionist would. [/QUOTE]
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