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<blockquote data-quote="Jack7" data-source="post: 4794948" data-attributes="member: 54707"><p>I don't want you to misunderstand me Aberzan.</p><p></p><p>I'm not saying there is no value to instructional methods, and I'm not saying that role playing can't be used either as an instructional form or as a "practice form" (because we use real world skills in our game, all of our games, fantasy included - we often use gaming as mental practice and demonstration for individual and real capabilities), I'm just saying that when any activity impresses intuitively a capability upon the mind and psyche of someone, that kind of impression tends to be much deeper and more useful and flexible (in the long run) that one which is entirely didactic or pedagogical in method. Or, put another way, sometimes you can deeply know a thing and not really know how you came to realize the thing you know (but you do, because it <em>"seeped into you"</em> by psychological osmosis so gradually and by such subtle means that it became natural to your thought processes, even if you cannot point to a moment and say, "there, that's when I learned that," you do now it beyond all doubt), and at other times you can know exactly how you know a thing (because it was obviously shown you), and still not be really sure that you really know it. It doesn't always happen that way, but when it does, learning is complete and absolute.</p><p></p><p>And I think you are quite right, role playing does offer the potential of both unique instructional methods, and unique methods of practice of what you know. For instance in my games we use a method called <em><strong>Describe and Demonstrate</strong></em> to role play various aspects of the game. The players describe what they are doing as if in real life, and when there is a dispute or question about their description, then they demonstrate what they mean. (Sometimes they do both just because they like to. But in any case there is little reference to the die or to artificial means of "proving a capability.")It's really just what used to be called old fashioned "role play" where you really role play, as opposed to just talking or "rules referencing," or die-rolling. I think role play as a method is just naturally fun for kids anyway, but also fun for adults who want to behave like kids, but it also has the serious point of allowing people to both tactically and physically demonstrate skills, and it allows them "mental practice of skills in interactive situations with other people." That is skills demonstration has a mental component that is useful (concentrated mental practice can sometimes, if done correctly, be as beneficial as corresponding physical practice of a thing), but it also has a social component that encourages people to "do it right because others are relying upon you." This also subtly encourages competency and leadership in various players. If you think about any kind of training scenario it is really just elaborate and practical and technically proficient (realistic) role play. And this is, in gaming I think, far too often an overlooked and under-stressed benefit of the methods of role play.</p><p></p><p>One thing though I'd like to encourage if you do design your own game (which would add immensely to the impact of your paper, <em>because you can tailor various aspects of the game to specific and intended objectives and so empirically and experimentally test the strengths of various game sub-components - and so it will be easy to see which sub-components work and which need to be replaced</em>, plus it will impress your review board with your effort), although it will be far more work (though keep the game as simple as possible), and that it to discourage dice rolling or other mechanical methods as far as possible, and instead concentrate as much as possible upon flexible role play which will be beneficial and actually useful to your subjects. If this is to be a true therapeutic method or protocol, then it must be useful, and to be useful it must encourage as much direct (as opposed to indirect, artificial, and mechanical methods) participation on the part of the subjects as possible. I think a few others have already made this point, so I'd like to echo it. </p><p></p><p>In any case I didn't want you to misunderstand my point(s) but I did want to encourage you to think about the implications of how what you do will directly effect exactly how effective your methods are, and in what specific ways. If you understand what I mean and I'm making myself clear.</p><p></p><p>Good luck, and have fun with your work. We'll be pulling for ya.</p><p>It may lead you on to other things as well, and that is always useful too.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4794948, member: 54707"] I don't want you to misunderstand me Aberzan. I'm not saying there is no value to instructional methods, and I'm not saying that role playing can't be used either as an instructional form or as a "practice form" (because we use real world skills in our game, all of our games, fantasy included - we often use gaming as mental practice and demonstration for individual and real capabilities), I'm just saying that when any activity impresses intuitively a capability upon the mind and psyche of someone, that kind of impression tends to be much deeper and more useful and flexible (in the long run) that one which is entirely didactic or pedagogical in method. Or, put another way, sometimes you can deeply know a thing and not really know how you came to realize the thing you know (but you do, because it [I]"seeped into you"[/I] by psychological osmosis so gradually and by such subtle means that it became natural to your thought processes, even if you cannot point to a moment and say, "there, that's when I learned that," you do now it beyond all doubt), and at other times you can know exactly how you know a thing (because it was obviously shown you), and still not be really sure that you really know it. It doesn't always happen that way, but when it does, learning is complete and absolute. And I think you are quite right, role playing does offer the potential of both unique instructional methods, and unique methods of practice of what you know. For instance in my games we use a method called [I][B]Describe and Demonstrate[/B][/I] to role play various aspects of the game. The players describe what they are doing as if in real life, and when there is a dispute or question about their description, then they demonstrate what they mean. (Sometimes they do both just because they like to. But in any case there is little reference to the die or to artificial means of "proving a capability.")It's really just what used to be called old fashioned "role play" where you really role play, as opposed to just talking or "rules referencing," or die-rolling. I think role play as a method is just naturally fun for kids anyway, but also fun for adults who want to behave like kids, but it also has the serious point of allowing people to both tactically and physically demonstrate skills, and it allows them "mental practice of skills in interactive situations with other people." That is skills demonstration has a mental component that is useful (concentrated mental practice can sometimes, if done correctly, be as beneficial as corresponding physical practice of a thing), but it also has a social component that encourages people to "do it right because others are relying upon you." This also subtly encourages competency and leadership in various players. If you think about any kind of training scenario it is really just elaborate and practical and technically proficient (realistic) role play. And this is, in gaming I think, far too often an overlooked and under-stressed benefit of the methods of role play. One thing though I'd like to encourage if you do design your own game (which would add immensely to the impact of your paper, [I]because you can tailor various aspects of the game to specific and intended objectives and so empirically and experimentally test the strengths of various game sub-components - and so it will be easy to see which sub-components work and which need to be replaced[/I], plus it will impress your review board with your effort), although it will be far more work (though keep the game as simple as possible), and that it to discourage dice rolling or other mechanical methods as far as possible, and instead concentrate as much as possible upon flexible role play which will be beneficial and actually useful to your subjects. If this is to be a true therapeutic method or protocol, then it must be useful, and to be useful it must encourage as much direct (as opposed to indirect, artificial, and mechanical methods) participation on the part of the subjects as possible. I think a few others have already made this point, so I'd like to echo it. In any case I didn't want you to misunderstand my point(s) but I did want to encourage you to think about the implications of how what you do will directly effect exactly how effective your methods are, and in what specific ways. If you understand what I mean and I'm making myself clear. Good luck, and have fun with your work. We'll be pulling for ya. It may lead you on to other things as well, and that is always useful too. [/QUOTE]
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