A new person every day discovers my posts about the Big Dissociated Mechanics Debate and adds a comment. The latest comment from X the Owl suggested that a particular Forge Theory-based discussion helps explain the debate; I don't really think the discussion was related to dissociated mechanics, but hey, I was on The Forge years ago, so I can do a pretty good impression of Forge-speak for any of the Forgeoisie who wander by and want to know what the discussion is about. This jargon-heavy post is for them; people who don't care for Forge Theory can skip it, since I'm not going to be posing any big questions here.
Dissociated mechanics, as I see it, are Pervy systems, primarily Gamist and Narrativist, but really Pervy Simulationist systems can get dissociated, too. I believe the more modern Forge jargon for "Pervy" is "high points of contact", but I've been out of that community for a while, so I can't say for sure there's a different term. Here's a really old discussion about Pervy vs. Vanilla systems. The Pervy/Vanilla axis is basically about Exploration of System and how much emphasis/engagement with System is involved.
One complication is that some people are OK with Vanilla Gamist/Narrativist systems and don't consider them "dissociated", while others are strict Simulationist and won't accept mechanics that enable Gamist or Narrativist agendas. Another complication is that some people specifically dislike Author Stance (players retconning character actions or motivations to fit what the dice say) or Director Stance (players altering stuff in the game world that is not attached to their characters;) these people will see any stance other than Actor Stance and (maybe) Pawn Stance as dissociated.
In jargon terms: my post was objecting to Pervy Exploration of System, especially Pervy Gamist/Narrativist systems (I object to Pervy Simulationist, too, but I actually don't think all of these are dissociated.) Brendan focused more on whether an explanation for a mechanic happens before or after, which is essentially an argument based on Stance. Roger seems to rephrase "dissociated mechanics" as a strict Gamist/Narrativist vs. Simulationist dichotomy; the more artificial (less Simulationist) the time period attached to a mechanic, the more dissociated the mechanic.
I asked about comparing Intermittent Luck to Universal Competence or abilities like Burning Wheel's Instincts specifically to see if people who don't like "One-Hand Catch" object to it because it isn't Simulationist, or because it is more meta-game-y.
OK, done. We will resume our regular programming, already in progress.