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On the Importance of Mortality
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<blockquote data-quote="Jack7" data-source="post: 4018801" data-attributes="member: 54707"><p>Well said, Brother.</p><p></p><p></p><p></p><p></p><p></p><p>Of course you can. Tactical training, that is in this case and sense, <em>mental training</em>, is just as important as physical training, obstacle courses, combat training, etc.</p><p></p><p>However your larger point is also true.</p><p>Imagined dangers, or training ones for that matter, are not a real replacement for the facing of real physical dangers, but that comes with actual life experience, not training. All training, no matter how realistic, is after all, not like real life if one is truly honest about it. </p><p></p><p>So even in the most realistic of physical training, one really knows that training is training. Just practice. But just because training and practice are not the real things does not mean there is no, or even little value to, training and practice. You become better through practice, assuming your practice routine is a good one (and not faulty), and you do not become better at that for which you never train.</p><p></p><p>I'm not however suggesting gaming is experience for heroism (only real experience is), or will make heroes of pencil necked math geeks or college kids (then again there is no real reason a pencil necked math geek or a college kid can't be heroic) merely that it can be training for heroism, and for other things for that matter.</p><p></p><p>For instance many things go into heroism. Cleverness, determination, tactical capabilities, logistical assessment, best uses of resources, moral choices, etc. Heroism is not just fighting and self-sacrifice, though fighting and actual physical struggle are often the most easily recognizable end result(s) of heroism. It is the action that you see, but physical struggle is far from the only component of heroism.</p><p></p><p>It's like athletics and sports in that sense. To be good at football you must learn plays, as well as run them. As a matter of fact, unless you first learn them, you cannot run them. Many aspects of heroism are as much psychological and mental, even spiritual at times, as physical. But when you watch a play being run one tends to forget all of the training; physical, mental, and psychological that led up to the play. You see the play and recognize it as good and successful, or bad and a failure, but one tends to forget that beneath the play lie all the implications of how the play came to be in the first place.</p><p></p><p>So yes, you are correct, static games of a table top nature cannot allow you to realistically train for any sense of real physical danger (then again being tagged as shot or dead in a live wargame is very different from being shot at or nearly killed in combat), but they can be valuable, depending on how used, to train for many of the mental, psychological, mechanical, and logistical elements of which heroic actions are composed. But if you don't believe heroism is as mum about attitude and will and mental focus as it is physical danger, then try being brave and heroic without that focus, without that command over your own faculties and psyche. So both aspects, the ability to endure physical danger and hardship, which comes with physical training to some respect, and the will to focus on mission and overcome your own fears, which comes with mental training and practice, are absolutely necessary to your best efforts in most anything you do in life. And D&D can also be used as a training tool for any number of skills and abilities, not just heroism, I merely mentioned heroism because that was what the game was originally concerned with, in general, heroism. D&D could also be used a s a training tool for business matters, negotiating, politics, forensics, investigation, teaching tactical and strategic skills, studying myth and archaeology, teaching languages, etc. to greater or lesser effect, depending on how it is employed. Then again so could almost any other role playing game. And probably many video and computer games. And I'm sure many other games could be employed maybe more effectively for one end or another, but my first experience with role playing games was with D&D and its precursor games, and so it remains to me a sort of sentimental favorite.</p><p></p><p>But I didn't really wanna turn this into a thread about that, because it is not my thread, and <strong>it is really about mortality</strong>, <em>not utility</em>.</p><p></p><p><em>Doritos though can be extremely dangerous</em>. I've seen the extra spicy kind dipped in red jalapeno sauce reduce one fella almost to tears. It was eventually okay, we fed him some Coors and a big slab of cheddar cheese and he revived to zero hit points. It was touch and go for awhile though.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>I was being facetious. Just teasing with Mallus a little. I know nothing about Soul Calibur, to tell you the truth, other than the fact that they mis-spelled calibre.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4018801, member: 54707"] Well said, Brother. Of course you can. Tactical training, that is in this case and sense, [I]mental training[/I], is just as important as physical training, obstacle courses, combat training, etc. However your larger point is also true. Imagined dangers, or training ones for that matter, are not a real replacement for the facing of real physical dangers, but that comes with actual life experience, not training. All training, no matter how realistic, is after all, not like real life if one is truly honest about it. So even in the most realistic of physical training, one really knows that training is training. Just practice. But just because training and practice are not the real things does not mean there is no, or even little value to, training and practice. You become better through practice, assuming your practice routine is a good one (and not faulty), and you do not become better at that for which you never train. I'm not however suggesting gaming is experience for heroism (only real experience is), or will make heroes of pencil necked math geeks or college kids (then again there is no real reason a pencil necked math geek or a college kid can't be heroic) merely that it can be training for heroism, and for other things for that matter. For instance many things go into heroism. Cleverness, determination, tactical capabilities, logistical assessment, best uses of resources, moral choices, etc. Heroism is not just fighting and self-sacrifice, though fighting and actual physical struggle are often the most easily recognizable end result(s) of heroism. It is the action that you see, but physical struggle is far from the only component of heroism. It's like athletics and sports in that sense. To be good at football you must learn plays, as well as run them. As a matter of fact, unless you first learn them, you cannot run them. Many aspects of heroism are as much psychological and mental, even spiritual at times, as physical. But when you watch a play being run one tends to forget all of the training; physical, mental, and psychological that led up to the play. You see the play and recognize it as good and successful, or bad and a failure, but one tends to forget that beneath the play lie all the implications of how the play came to be in the first place. So yes, you are correct, static games of a table top nature cannot allow you to realistically train for any sense of real physical danger (then again being tagged as shot or dead in a live wargame is very different from being shot at or nearly killed in combat), but they can be valuable, depending on how used, to train for many of the mental, psychological, mechanical, and logistical elements of which heroic actions are composed. But if you don't believe heroism is as mum about attitude and will and mental focus as it is physical danger, then try being brave and heroic without that focus, without that command over your own faculties and psyche. So both aspects, the ability to endure physical danger and hardship, which comes with physical training to some respect, and the will to focus on mission and overcome your own fears, which comes with mental training and practice, are absolutely necessary to your best efforts in most anything you do in life. And D&D can also be used as a training tool for any number of skills and abilities, not just heroism, I merely mentioned heroism because that was what the game was originally concerned with, in general, heroism. D&D could also be used a s a training tool for business matters, negotiating, politics, forensics, investigation, teaching tactical and strategic skills, studying myth and archaeology, teaching languages, etc. to greater or lesser effect, depending on how it is employed. Then again so could almost any other role playing game. And probably many video and computer games. And I'm sure many other games could be employed maybe more effectively for one end or another, but my first experience with role playing games was with D&D and its precursor games, and so it remains to me a sort of sentimental favorite. But I didn't really wanna turn this into a thread about that, because it is not my thread, and [B]it is really about mortality[/B], [I]not utility[/I]. [I]Doritos though can be extremely dangerous[/I]. I've seen the extra spicy kind dipped in red jalapeno sauce reduce one fella almost to tears. It was eventually okay, we fed him some Coors and a big slab of cheddar cheese and he revived to zero hit points. It was touch and go for awhile though. I was being facetious. Just teasing with Mallus a little. I know nothing about Soul Calibur, to tell you the truth, other than the fact that they mis-spelled calibre. [/QUOTE]
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