Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 9229706" data-attributes="member: 6696971"><p>I would say that your model fails both Gamists and Simulationists [USER=71699]@clearstream[/USER] .</p><p></p><p>* If you're a player in <strong>challenge-focused play with a certain sort of systemitized engine (like Moldvay Basic</strong>), paramount to play is (i) the currency of turns with respect to various clocks/upkeep (wandering monster, light, rations/water, rest requirement), (ii) your strategic exploration of your environment to mentally model risk/limit costs/amplify gain, (iii) your assessment of your individual competencies + your team's competencies, (iv) your assessment of the various threat levels of dangers/obstacles, and (v) the attendant evaluation of your governing decision-space (both moment-to-moment and the throughline of it).</p><p></p><p>For people playing these game engines, there is a serious cost to the foiling of their System 2 (logical analysis, deliberation, reason, associative memory) thinking as it pertains to the task resolution model inherent to these games where competency-assessment and management and "nothing happens" or "the GM saying no" is weighed in the costs of (i) and (ii) above (and the cascading effects of this) and in the added duress it places on (v).</p><p></p><p>The granularity of action/space/time (and how it indexes the game engine), "nothing happens" or "GM says no" as a consequence of action resolution, competency & causality-indexing resolution and monster design (the fixation on PCs and NPCs working off of the same chassis is an expression of this) is important. You don't have to devise challenge-based engines like this, but there are games that do. In those games that do, these salient features of task resolution do featured work.</p><p></p><p>* If you're a certain sort of player in a <strong>setting exploration game where the deep-immersionist, experiential priority of "being there"</strong>, it seems to be that their reliance upon System 1 (intuitions, substitution-based heuristics, emotions) and how their sense of competency & causality-indexing, their sense of granularity of action and scale, and the propensity for "nothing happens" (because "nothing happens" is a feature of common existence) is extremely important to their sense of being "jarred" vs being autobiographically "immersed."</p><p></p><p>[HR][/HR]</p><p></p><p>Conflict resolution procedures and resolution techniques/features work against so much of the salient features of task resolution that the players above depend upon (and their System 2 and System 1 thinking is anchored to). And we know this because they've expressed these things for as long as I've been in the hobby with an uptick in the last 20 years in intensity and frequency.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9229706, member: 6696971"] I would say that your model fails both Gamists and Simulationists [USER=71699]@clearstream[/USER] . * If you're a player in [B]challenge-focused play with a certain sort of systemitized engine (like Moldvay Basic[/B]), paramount to play is (i) the currency of turns with respect to various clocks/upkeep (wandering monster, light, rations/water, rest requirement), (ii) your strategic exploration of your environment to mentally model risk/limit costs/amplify gain, (iii) your assessment of your individual competencies + your team's competencies, (iv) your assessment of the various threat levels of dangers/obstacles, and (v) the attendant evaluation of your governing decision-space (both moment-to-moment and the throughline of it). For people playing these game engines, there is a serious cost to the foiling of their System 2 (logical analysis, deliberation, reason, associative memory) thinking as it pertains to the task resolution model inherent to these games where competency-assessment and management and "nothing happens" or "the GM saying no" is weighed in the costs of (i) and (ii) above (and the cascading effects of this) and in the added duress it places on (v). The granularity of action/space/time (and how it indexes the game engine), "nothing happens" or "GM says no" as a consequence of action resolution, competency & causality-indexing resolution and monster design (the fixation on PCs and NPCs working off of the same chassis is an expression of this) is important. You don't have to devise challenge-based engines like this, but there are games that do. In those games that do, these salient features of task resolution do featured work. * If you're a certain sort of player in a [B]setting exploration game where the deep-immersionist, experiential priority of "being there"[/B], it seems to be that their reliance upon System 1 (intuitions, substitution-based heuristics, emotions) and how their sense of competency & causality-indexing, their sense of granularity of action and scale, and the propensity for "nothing happens" (because "nothing happens" is a feature of common existence) is extremely important to their sense of being "jarred" vs being autobiographically "immersed." [HR][/HR] Conflict resolution procedures and resolution techniques/features work against so much of the salient features of task resolution that the players above depend upon (and their System 2 and System 1 thinking is anchored to). And we know this because they've expressed these things for as long as I've been in the hobby with an uptick in the last 20 years in intensity and frequency. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
Top