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How did 4e take simulation away from D&D?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5523912" data-attributes="member: 54877"><p>I'm much in the same boat, except that lately I've been gaining insight into the other persective--that is, I'm being reached. It still doesn't change my preferences or the way I think or react, but it does help me grok a bit of the disconnect. </p><p> </p><p>One thing I have noticed a lot of is that some people do things by "process" in ways that I would not normally consider, and these things are often a lot more serious than any part of gaming. You may have a business process, for example, that exists because people found that if you didn't enforce it, you got all kinds of bad trouble. But in that environment, you will occasionally find someone that begins to treat the process itself as the goal rather than a means. It is as if, to use an extreme, silly version, someone focused on the bookkeeping process as a money maker, instead of a way to measure/regulate the money produced by whatever the business does.</p><p> </p><p>And of course, goals are all over the place. People want different results in their roleplaying, and they may also want those results to have a different feel. Process creates a good deal of the feel. If you know what goals and feel you want, you can get a good start on which processes to use, and how much--at least for people you know or that share your goals and feel preferences. </p><p> </p><p>The elevation of process to a goal in and of itself short circuits that whole thought process, <strong>AND</strong> makes it difficult to convey your goals and desires to someone else, even someone else trying to be helpful.</p><p> </p><p>Some people like simulation (or particular simulation) because it is a preference. They like the feel produced, and their goals are highly congruent with processes used for simulation. Other people like simulation processes and have mistaken them for first principles. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5523912, member: 54877"] I'm much in the same boat, except that lately I've been gaining insight into the other persective--that is, I'm being reached. It still doesn't change my preferences or the way I think or react, but it does help me grok a bit of the disconnect. One thing I have noticed a lot of is that some people do things by "process" in ways that I would not normally consider, and these things are often a lot more serious than any part of gaming. You may have a business process, for example, that exists because people found that if you didn't enforce it, you got all kinds of bad trouble. But in that environment, you will occasionally find someone that begins to treat the process itself as the goal rather than a means. It is as if, to use an extreme, silly version, someone focused on the bookkeeping process as a money maker, instead of a way to measure/regulate the money produced by whatever the business does. And of course, goals are all over the place. People want different results in their roleplaying, and they may also want those results to have a different feel. Process creates a good deal of the feel. If you know what goals and feel you want, you can get a good start on which processes to use, and how much--at least for people you know or that share your goals and feel preferences. The elevation of process to a goal in and of itself short circuits that whole thought process, [B]AND[/B] makes it difficult to convey your goals and desires to someone else, even someone else trying to be helpful. Some people like simulation (or particular simulation) because it is a preference. They like the feel produced, and their goals are highly congruent with processes used for simulation. Other people like simulation processes and have mistaken them for first principles. :p [/QUOTE]
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