Welcome to this week’s blog book club. This week we are discussing Dissociated Mechanics by Justin Alexander of the Alexandrian. I am not a big fan of the topic or the author this week, but I’ll give it a shot.
Next week we’ll be reading “On Set Design” by Courtney Campbell of Hack & Slash.
You can see a list of previous blog club posts here.
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I fully expect a lot of people not to share my opinion this time around and would love to hear what you think. This topic is less of a OSR vs NON OSR topic and more gets into the meat of why people are drawn to this hobby.
Most of the post boils down to the provided definitions: “An associated mechanic is one which has a direct connection to the game world. A dissociated mechanic is one which is disconnected from the game world.” The line of thinking supporting this post goes that 4th ed D&D was filled with a lot of spendable and recharging powers and abilities that helped boost its function as a fantastical sport as war battle sim where players could do kick ass things, but suffered overall as an adventure game. Supposedly, All those power buttons players could push felt like arbitrary limits that removed people from feeling connected to the game.
The author contends that dissociated mechanics break people out of immersion. This is likely true. However, I really feel pretty strongly that whether something is dissociated or not is dependent on both conditioning and how a particular brain is set up. Over the course of years and years play, D&D players are conditioned over and over again to accept some mechanics as part of the way the world works and they are simply used to them. After a certain point the mechanics are integrated into a persona when the players inhabit a role.
As an example, one of the most Roleplaying intensive games I ever played involved a Paladin in 5th edition curse of strahd. Their core ability was divine smites which boil down to the players choosing to hit something very hard and doing more damage. Its pretty much Alexandrian’s textbook example of a dissociated mechanic. But I did not care, heck I appreciated the throttle. It sure wasn’t the smites that made me quit the campaign, but a host of personal issues, pacing, and specific grievances I developed with the game 5e over a decade of heavy play.
There are mechanics that are time honored D&Dism like hitting targets, protecting yourself from damage, casting spells, and remaining unseen. To me these are things players accept not because they inherently make the most realistic over even the best way to handle these situations, but because they are the most familiar. I have witnessed that when some people come understand that these things are nonsense they want them cast out of a game, or design new games without them. I accept that this is a journey folks must go on, and that its good for us to question the mechanics we use. But after a point its like people talking about how great a new diet is. They have cut something out they feel transforms their life/game. I see them as more engaged not because they have gotten rid of something important and were right to do so, but because they are taking ownership and feel more in control.
Ultimately, I accept that at some point we have to accept mechanical trade offs and concessions so that RPGs are more than improv. exercises. For me personally, the RP does not take precedence over the game. So I guess my point is not for people to just pinch their nose and keep using disassociated mechanics if they aren’t having fun, but to understand that player sensitivity to this stuff is going to be on a continuum. Be considerate of whether your dissatisfaction with a particular rule of the game is detracting from someone else’s experience. This is an appropriate topic to address in pre-game counseling and check ins sessions to see what everyone wants out their game experience.
PS: if you want more people ranting about game-y bits in your games here’s a questing beast video on metacurrencies. https://www.youtube.com/watch?v=NU0W_Ze6NRM&t=486s