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<blockquote data-quote="Balesir" data-source="post: 6579315" data-attributes="member: 27160"><p>That is not something that a human being can achieve, when it comes to the workings of the real world, never mind a world conceived in the fancy of that same "neutral arbiter". If you want evidence of this I can quote references, but I'm not sure I want to spend the time on it. Just start with Daniel Kahneman's "<a href="http://www.amazon.co.uk/Thinking-Fast-Slow-Daniel-Kahneman/dp/0141033576/ref=sr_1_1?ie=UTF8&qid=1428017973&sr=8-1&keywords=thinking+fast+and+slow" target="_blank">Thinking Fast and Slow</a>" and work out to some perceptual mechanisms stuff and Elizabeth Loftus on memory. There are several "popular science" books and a plethora of academic papers you could read to get the basic grounding (Edit: as well as <a href="http://www.ted.com/talks/elizabeth_loftus_the_fiction_of_memory?language=en" target="_blank">at least one TED talk</a>).</p><p></p><p></p><p>You can't convince someone they are entertained or find something cool - what I meant was that you need to do one of three things:</p><p></p><p>1) entertain the GM,</p><p></p><p>2) describe something the GM finds cool, or</p><p></p><p>3) convince the GM that the plan absolutely is realistic and would work.</p><p></p><p>Achieving this last one has little to no correlation with whether the thing actually <strong><em>is</em></strong> realistic or practical. You don't have to actually do it, you just have to convince the GM that your character(s) could do it. That's a social endeavour, not a mental or problem-solving one. The judgement is one in the nature of an art contest or pet show, not an objective determination of whether or not the plan will work. Nothing wrong with that as a game process, but I think it's better if we are honest about its nature.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6579315, member: 27160"] That is not something that a human being can achieve, when it comes to the workings of the real world, never mind a world conceived in the fancy of that same "neutral arbiter". If you want evidence of this I can quote references, but I'm not sure I want to spend the time on it. Just start with Daniel Kahneman's "[URL="http://www.amazon.co.uk/Thinking-Fast-Slow-Daniel-Kahneman/dp/0141033576/ref=sr_1_1?ie=UTF8&qid=1428017973&sr=8-1&keywords=thinking+fast+and+slow"]Thinking Fast and Slow[/URL]" and work out to some perceptual mechanisms stuff and Elizabeth Loftus on memory. There are several "popular science" books and a plethora of academic papers you could read to get the basic grounding (Edit: as well as [URL="http://www.ted.com/talks/elizabeth_loftus_the_fiction_of_memory?language=en"]at least one TED talk[/URL]). You can't convince someone they are entertained or find something cool - what I meant was that you need to do one of three things: 1) entertain the GM, 2) describe something the GM finds cool, or 3) convince the GM that the plan absolutely is realistic and would work. Achieving this last one has little to no correlation with whether the thing actually [B][I]is[/I][/B] realistic or practical. You don't have to actually do it, you just have to convince the GM that your character(s) could do it. That's a social endeavour, not a mental or problem-solving one. The judgement is one in the nature of an art contest or pet show, not an objective determination of whether or not the plan will work. Nothing wrong with that as a game process, but I think it's better if we are honest about its nature. [/QUOTE]
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