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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="pemerton" data-source="post: 5634367" data-attributes="member: 42582"><p>I think you may have misunderstood, but I'm not sure. So I'll have another go - if you haven't misunderstood, maybe you could be clearer in explaining what exactly you see the pattern as being. (Maybe I've misunderstood, or missed something!)</p><p></p><p>With the archer, in respect of which the encounters and dailies are just more bowfire - where is the pattern? Arrows are shot, some hit, some wound, some kill - within the fiction, what exactly is the pattern?</p><p></p><p>With the halberdeer, the encounters and dailies are more complex - but with the overlapping abilities to attack multiple foes, move them, stop them, etc, I again want to know - what is the pattern in the fiction that "breaks the fourth wall"?</p><p></p><p>Of course for the players of the game there is a pattern - I use this power once per encounter, this power once per X encounters (where X i= 3 to 5 or so, depending on the daily encounter rate). But I don't see the pattern <em>within</em> the fiction - because these various mechancial techniques are different metagame routes to a coherent and cohesive fiction.</p><p></p><p>I can see how the metagame/ingame split might be disruptive to a certain sort of simulationist sensibility, and perhaps to a certain sort of immersive play. But I'm having trouble seeing how the split manifests itself in the form of an intolerable pattern <em>in the fiction</em>.</p><p></p><p>EDIT: <em>This</em> is the particular claim that I am finding puzzling:</p><p></p><p>I'm assuming here that "narratives created" refers to the fiction. And I'm just not seeing where these patterns <em>in the fiction</em> (as opposed to at the game playing table) are occurring.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5634367, member: 42582"] I think you may have misunderstood, but I'm not sure. So I'll have another go - if you haven't misunderstood, maybe you could be clearer in explaining what exactly you see the pattern as being. (Maybe I've misunderstood, or missed something!) With the archer, in respect of which the encounters and dailies are just more bowfire - where is the pattern? Arrows are shot, some hit, some wound, some kill - within the fiction, what exactly is the pattern? With the halberdeer, the encounters and dailies are more complex - but with the overlapping abilities to attack multiple foes, move them, stop them, etc, I again want to know - what is the pattern in the fiction that "breaks the fourth wall"? Of course for the players of the game there is a pattern - I use this power once per encounter, this power once per X encounters (where X i= 3 to 5 or so, depending on the daily encounter rate). But I don't see the pattern [I]within[/I] the fiction - because these various mechancial techniques are different metagame routes to a coherent and cohesive fiction. I can see how the metagame/ingame split might be disruptive to a certain sort of simulationist sensibility, and perhaps to a certain sort of immersive play. But I'm having trouble seeing how the split manifests itself in the form of an intolerable pattern [I]in the fiction[/I]. EDIT: [I]This[/I] is the particular claim that I am finding puzzling: I'm assuming here that "narratives created" refers to the fiction. And I'm just not seeing where these patterns [I]in the fiction[/I] (as opposed to at the game playing table) are occurring. [/QUOTE]
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