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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="BryonD" data-source="post: 5636254" data-attributes="member: 957"><p>The pattern is not at the encounter level, the pattern is at the action level. The "I win" comments completely miss the point.</p><p></p><p>As players using the 4E system you are implementing a pattern based on use of daily and encounter powers that are established on such frequency not for any narrative merit, but purely for "gamist" expediency. </p><p></p><p>The ability to hide the pattern does nothing to remove the pattern and not having a pattern is a preferable option if the narrative is your ultimate objective and is not subject to gamist concerns. (Again, I'm not saying that your gamist focused activities are not 1,000 times more awesome than my narrative focused ones)</p><p></p><p>But I'm starting to think you are not addressing the issue fairly. Just before you clearly stated that you agreed there were patterns, but it wasn't important because the cycle of them was not frequent enough to notice. I point out that the players have already noticed the pattern so the cycle period isn't relevant and suddenly the pattern isn't there.</p><p></p><p>Also, your defense is built on the position that out of this vast list of power the reason a pattern can not be observed is that they are indistinguishable from one another. And, I'll admit, if in your games the daily powers are routinely unremarkable from at-wills then you probably won't observe a pattern. I will STILL be there because everyone at the table knows when a daily is use, it just won't be relevant. So I'll concede irrelevant as close enough. However, you have now described a game I find even less attractive. So I don't think that helps.</p><p></p><p>The term I've used before is "pop-quiz" roleplaying. I've also called it the narrative being the slave of the mechanics. You are building a narrative that fits the mechanical obligations. And no matter how well you disguise the unintelligent monsters just always happen to pick the CAGI fighter, you are telling a story that reflects the underlying pattern in gameplay.</p></blockquote><p></p>
[QUOTE="BryonD, post: 5636254, member: 957"] The pattern is not at the encounter level, the pattern is at the action level. The "I win" comments completely miss the point. As players using the 4E system you are implementing a pattern based on use of daily and encounter powers that are established on such frequency not for any narrative merit, but purely for "gamist" expediency. The ability to hide the pattern does nothing to remove the pattern and not having a pattern is a preferable option if the narrative is your ultimate objective and is not subject to gamist concerns. (Again, I'm not saying that your gamist focused activities are not 1,000 times more awesome than my narrative focused ones) But I'm starting to think you are not addressing the issue fairly. Just before you clearly stated that you agreed there were patterns, but it wasn't important because the cycle of them was not frequent enough to notice. I point out that the players have already noticed the pattern so the cycle period isn't relevant and suddenly the pattern isn't there. Also, your defense is built on the position that out of this vast list of power the reason a pattern can not be observed is that they are indistinguishable from one another. And, I'll admit, if in your games the daily powers are routinely unremarkable from at-wills then you probably won't observe a pattern. I will STILL be there because everyone at the table knows when a daily is use, it just won't be relevant. So I'll concede irrelevant as close enough. However, you have now described a game I find even less attractive. So I don't think that helps. The term I've used before is "pop-quiz" roleplaying. I've also called it the narrative being the slave of the mechanics. You are building a narrative that fits the mechanical obligations. And no matter how well you disguise the unintelligent monsters just always happen to pick the CAGI fighter, you are telling a story that reflects the underlying pattern in gameplay. [/QUOTE]
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