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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: 5632901" data-attributes="member: 54877"><p>There are 10 of us in our group, including me as the GM. Of those, four are definitely mechanics first, then extrapolate to narrative. Four others are the other way around. The other two (a married couple) can shift back and forth, depending upon what people around them are doing. Since not everyone shows every session, the dominant perspective shifts back and forth.</p><p> </p><p>Many posts back, when I mentioned the lady in our group who seldom even learns the mechanics, that is the kind of spirit of play to which I was aluding. I usually put her characters together for her, and I've learned over the years, in several systems, to always make a character that she can fully handle in fictional terms. For example, if she had a fighter that was all about movement, I'd give her "Come and Get It," and it would be simply another option in her "move people where I want them" toolbox. But if she had a fighter geared towards damage + conditions, I'd never give the character that power. It would never get used, as it wouldn't occupy any of her characters' mental space.</p><p> </p><p>The three others that are primarily narrative first are quite interested in figuring out the mechanics for their vision second, and very capable. They are also, of course, the three that are most likely to invoke page 42 -- not directly, but likely to try something that needs it to be resolved.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5632901, member: 54877"] There are 10 of us in our group, including me as the GM. Of those, four are definitely mechanics first, then extrapolate to narrative. Four others are the other way around. The other two (a married couple) can shift back and forth, depending upon what people around them are doing. Since not everyone shows every session, the dominant perspective shifts back and forth. Many posts back, when I mentioned the lady in our group who seldom even learns the mechanics, that is the kind of spirit of play to which I was aluding. I usually put her characters together for her, and I've learned over the years, in several systems, to always make a character that she can fully handle in fictional terms. For example, if she had a fighter that was all about movement, I'd give her "Come and Get It," and it would be simply another option in her "move people where I want them" toolbox. But if she had a fighter geared towards damage + conditions, I'd never give the character that power. It would never get used, as it wouldn't occupy any of her characters' mental space. The three others that are primarily narrative first are quite interested in figuring out the mechanics for their vision second, and very capable. They are also, of course, the three that are most likely to invoke page 42 -- not directly, but likely to try something that needs it to be resolved. [/QUOTE]
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