I don't know what you are getting at by distinguishing "is an example of" from "is a part of".I do not say that managing logistics and inventory by itself can be an example of rising action or rising conflict. I say that it can be a part of rising action or rising conflict.
'Conflict' has a very broad meaning and 'rising' just denotes that the game progresses from some state of less conflict to more conflict (until a resolution to that conflict is reached).
Suppose that I am producing a suspense/thriller/slasher-type film. In that film, a character is going to have the perpetrator enter his room while he is asleep.
Here is what rising action might look like: a scene with the character coming home, deadlocking their door; a scene with them lying in bed, turning fitfully because they are scared of the perpetrator; a scene in which they take a sleeping tablet to help them fall asleep; then a scene of them lying in bed, asleep, and someone seems to be turning the handle of their bedroom door . . .
Suppose, between the shot of them in bed asleep, and the cut to the turning door handle, I were to include two hours of footage on the model of Warhol's film Sleep. That would not contribute to rising action. It would not be an instance of, or a part of, rising action.
Here is what narrativist RPGing involves (as per Baker):
After setup, what a game's rules do is control how you resolve one situation into the next. If you're designing a Narrativist game, what you need are rules that create a) rising conflict b) across a moral line c) between fit characters d) according to the authorship of the players. Every new situation should be a step upward in that conflict, toward a climax and resolution.
Logistical planning, managing inventory, calculating healing requirements (a complex thing in Rolemaster play), etc - as far as rising action is concerned, these are the RPG analogues of Sleep. They are not "steps upward in a conflict". They refocus attention away from conflict, and how it might rise and climax, onto other matters: technical details, counting widgets, performing calculations, etc.
This is not a criticism of those things. It's an observation that they do not contribute to narrativist RPGing. As Edwards said (making the comparison to the hardware pages of a Tom Clancy novel, rather than to Sleep), they require the participants to stop addressing premise and to focus on other things.
Now, if you think you have found a way to integrate logistical and inventory management RPGing into a focus on rising action across a moral line, please post about it! As I mentioned, the only RPG that I know of that tackles this is Torchbearer 2e; but I'm sure there are other ways of doing it.
But when the logistics and inventory management is the essentially technical, accounting task that (say) Rolemaster presents , or that classic D&D presents, or that Classic Traveller presents, then I simply don't see how it can be an instance of rising action or conflict, let alone across a moral line.
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