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Human (mis) perception and how it affects gaming
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<blockquote data-quote="Manbearcat" data-source="post: 6093392" data-attributes="member: 6696971"><p>If you show someone a video of a group of people passing a ball around and you ask them to count the number of successful passes, they are likely to miss the man in the gorilla costume who saunters across the stage in the background, intentionally making a spectacle of himself.</p><p></p><p>If you have a well practiced x-ray technician focus on the top of a metacarpal, looking for an anomaly, they are apt to miss the fracture at the base of the metacarpal.</p><p></p><p>The tension of crisis during initial accounts of events cloud judgement, mental acuity and the conceptualization of the details of what was actually seen and heard and the passage of time with respect to those things...sometimes wildly from one account to the next.</p><p></p><p>There is an inherent "lost in translation" aspect at the core of human perception; deviation in levels of pre-concieved bias meets deviation in levels of understanding meets incongruencies in spatial orientation to create flux in interpretation.</p><p></p><p>You have layers of information conveyance in gaming. </p><p></p><p>1) The designers efforts at transparency of their written rules.</p><p>2) Their editors interpretation of what is important with respect to page count.</p><p>3) The GM ingesting those rules.</p><p>4) The players ingesting those rules.</p><p>5) GM to player interface with respect to that ingestion.</p><p>6) Player to player interface with respect to that ingestion.</p><p>7) What each player wants out of the game with respect to the others and how explicitly and how thoroughly each canvasses that with the other players/GM.</p><p>8) What the GM wants out of the game with respect to the players and how explicitly and how thoroughly they canvass that with the players.</p><p>9) The deviations in understanding, communication skills, information processing aptitude, preconceptions, and spatial orientation at the table.</p><p></p><p>I'm sure there are others. </p><p></p><p>How, if it all, can a ruleset (specifically 5e) work to minimize the inherent "perception flux" that exists between each of us?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6093392, member: 6696971"] If you show someone a video of a group of people passing a ball around and you ask them to count the number of successful passes, they are likely to miss the man in the gorilla costume who saunters across the stage in the background, intentionally making a spectacle of himself. If you have a well practiced x-ray technician focus on the top of a metacarpal, looking for an anomaly, they are apt to miss the fracture at the base of the metacarpal. The tension of crisis during initial accounts of events cloud judgement, mental acuity and the conceptualization of the details of what was actually seen and heard and the passage of time with respect to those things...sometimes wildly from one account to the next. There is an inherent "lost in translation" aspect at the core of human perception; deviation in levels of pre-concieved bias meets deviation in levels of understanding meets incongruencies in spatial orientation to create flux in interpretation. You have layers of information conveyance in gaming. 1) The designers efforts at transparency of their written rules. 2) Their editors interpretation of what is important with respect to page count. 3) The GM ingesting those rules. 4) The players ingesting those rules. 5) GM to player interface with respect to that ingestion. 6) Player to player interface with respect to that ingestion. 7) What each player wants out of the game with respect to the others and how explicitly and how thoroughly each canvasses that with the other players/GM. 8) What the GM wants out of the game with respect to the players and how explicitly and how thoroughly they canvass that with the players. 9) The deviations in understanding, communication skills, information processing aptitude, preconceptions, and spatial orientation at the table. I'm sure there are others. How, if it all, can a ruleset (specifically 5e) work to minimize the inherent "perception flux" that exists between each of us? [/QUOTE]
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