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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="innerdude" data-source="post: 5987981" data-attributes="member: 85870"><p>Okay, quick roundup for everyone, just so we can get this whole "dissociation" thing out of the way---</p><p></p><p>1. I was the one who started the original "dissociated mechanics" thread last year. After a lot of mostly productive discussion, my original take on the subject was much different afterwards, and is even more different now that I have even more experience with alternative rule systems. </p><p></p><p>2. [MENTION=6668292]JamesonCourage[/MENTION] came up with a succinct definition of what could potentially be labeled as an RPG mechanical "dissociation" (though as thoughtfully noted by [MENTION=42582]pemerton[/MENTION] in the earlier thread, the term itself is largely pejorative, and entirely inapplicable to broad swaths of playstyles and rules systems): </p><p></p><p>"An RPG mechanic may potentially be considered 'dissociative' if the effects / consequences of the mechanic cannot be learned, observed, reasoned or explored from within the game world by the character." </p><p></p><p>3. Every RPG has rules abstractions and meta-game mechanics. The effects of these on you and your group are entirely entirely subjective. </p><p></p><p>Some systems have more, some have less, the only question is how your group manages them, and the kind, degree, frequency, and principle of the mechanics in question as they relate to your style. </p><p></p><p>In other words, "dissociation" only exists because a group accepts a particular belief about how action resolution should happen, and is most common in groups that adhere to "simulationist" / pure process resolution models. </p><p></p><p>SIDE NOTE: </p><p></p><p>I stumbled on to something [MENTION=42582]pemerton[/MENTION] said in the old "dissociation" thread that made absolutely no sense to me at the time. [MENTION=42582]pemerton[/MENTION], I just want you to know, that the following quote now makes PERFECT SENSE, and I wished I'd recognized it sooner:</p></blockquote><p></p>
[QUOTE="innerdude, post: 5987981, member: 85870"] Okay, quick roundup for everyone, just so we can get this whole "dissociation" thing out of the way--- 1. I was the one who started the original "dissociated mechanics" thread last year. After a lot of mostly productive discussion, my original take on the subject was much different afterwards, and is even more different now that I have even more experience with alternative rule systems. 2. [MENTION=6668292]JamesonCourage[/MENTION] came up with a succinct definition of what could potentially be labeled as an RPG mechanical "dissociation" (though as thoughtfully noted by [MENTION=42582]pemerton[/MENTION] in the earlier thread, the term itself is largely pejorative, and entirely inapplicable to broad swaths of playstyles and rules systems): "An RPG mechanic may potentially be considered 'dissociative' if the effects / consequences of the mechanic cannot be learned, observed, reasoned or explored from within the game world by the character." 3. Every RPG has rules abstractions and meta-game mechanics. The effects of these on you and your group are entirely entirely subjective. Some systems have more, some have less, the only question is how your group manages them, and the kind, degree, frequency, and principle of the mechanics in question as they relate to your style. In other words, "dissociation" only exists because a group accepts a particular belief about how action resolution should happen, and is most common in groups that adhere to "simulationist" / pure process resolution models. SIDE NOTE: I stumbled on to something [MENTION=42582]pemerton[/MENTION] said in the old "dissociation" thread that made absolutely no sense to me at the time. [MENTION=42582]pemerton[/MENTION], I just want you to know, that the following quote now makes PERFECT SENSE, and I wished I'd recognized it sooner: [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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