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What Does "Simulation" Mean To You? [+]
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<blockquote data-quote="pemerton" data-source="post: 9814421" data-attributes="member: 42582"><p>A key feature of free kriegsspiel is - as your post says - the expertise of the referee. The referee makes decisions about what happens, based on their knowledge of how things would actually work out in a real war. This means that, <em>for the referee</em>, the "game" is not a simulation. The referee is not simulating anything - they are making decisions by applying their knowledge.</p><p></p><p>I don't judge kriegsspiel, but I do sometimes judge moots, and they are similar in this respect: for the mooters, the situation is one of simulation; but for the moot judge, it is not a simulation. It is a deployment of expertise.</p><p></p><p>Sometimes mooters can who should win don't, because the judge's expertise is not perfect; and so the mooters who make the better argument don't have that recognised by the judge. I assume that the same thing sometimes happens in free kriegsspiel - that the referee makes a wrong call, and so a trainee officer whose forces should have succeeded in their manoeuvre, loses.</p><p></p><p>Underlying all of this - that the judge/referee can exercise expertise; that the "players" can reason about the imagined situation; that sometimes the judge/referee can get it wrong - is that there is an objective standard of correctness, namely, how things would <em>really</em> unfold (in a battle) or what would <em>really</em> be a good argument (in a moot).</p><p></p><p>A difference between RPGing and free kriegsspiel is that there is no asymmetry of expertise. At least by default, the GM is no more expert in things like <em>how hard it is to climb up a statue</em> or <em>how hard it is to pry a gem from the eye socket of a statue</em> than any of the players.</p><p></p><p>In some approaches to RPGing - eg classic D&D - the GM has secret information, like the map and its key. This gives the GM a special role to play in dispensing information. But not more generally in the resolution of declared actions.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9814421, member: 42582"] A key feature of free kriegsspiel is - as your post says - the expertise of the referee. The referee makes decisions about what happens, based on their knowledge of how things would actually work out in a real war. This means that, [I]for the referee[/I], the "game" is not a simulation. The referee is not simulating anything - they are making decisions by applying their knowledge. I don't judge kriegsspiel, but I do sometimes judge moots, and they are similar in this respect: for the mooters, the situation is one of simulation; but for the moot judge, it is not a simulation. It is a deployment of expertise. Sometimes mooters can who should win don't, because the judge's expertise is not perfect; and so the mooters who make the better argument don't have that recognised by the judge. I assume that the same thing sometimes happens in free kriegsspiel - that the referee makes a wrong call, and so a trainee officer whose forces should have succeeded in their manoeuvre, loses. Underlying all of this - that the judge/referee can exercise expertise; that the "players" can reason about the imagined situation; that sometimes the judge/referee can get it wrong - is that there is an objective standard of correctness, namely, how things would [I]really[/I] unfold (in a battle) or what would [I]really[/I] be a good argument (in a moot). A difference between RPGing and free kriegsspiel is that there is no asymmetry of expertise. At least by default, the GM is no more expert in things like [I]how hard it is to climb up a statue[/I] or [I]how hard it is to pry a gem from the eye socket of a statue[/I] than any of the players. In some approaches to RPGing - eg classic D&D - the GM has secret information, like the map and its key. This gives the GM a special role to play in dispensing information. But not more generally in the resolution of declared actions. [/QUOTE]
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