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General Tabletop Discussion
*TTRPGs General
Which RPGs best model real-world skill development?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9629730" data-attributes="member: 18"><p>I think it can also unlock techniques or approaches you might never have found merely through practice, but that does require the training to include those new techniques/approaches (or at least hint at them).</p><p></p><p>And that's often not the case - one of the products I work with, we're coming up with stuff that the designers probably considered (because they allowed for it), but that's barely mentioned in the documentation, in the slimmest detail possible, and not in any of the of the training, no matter how "advanced". But both my main colleague and I have come up with and shared stuff with each other that we'd have never come up with separately, and that we see no sign other people are actually using (part of this is just that the product is marketed as this simple tool for small teams and cases, and we're using it in complex ways - it is very powerful - with thousands of fee-earners and PAs and huge cases).</p><p></p><p>For a more game-apposite example, our old bud Miyamoto Mushashi was a master swordsman from basically his mid-teens, but was still learning entirely new techniques, not of his own devising, but from others, decades later. Which I would consider "training", but I guess it's a different kind of training? One that's very much inside the scope for some games, but outside for others.</p><p></p><p></p><p>Yeah that's probably the key. Honestly sounds like Troubleshooters is doing the best job so far based on this general discussion, [USER=907]@Staffan[/USER] is kind of selling me on giving it a go just because it sounds like an interesting take!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9629730, member: 18"] I think it can also unlock techniques or approaches you might never have found merely through practice, but that does require the training to include those new techniques/approaches (or at least hint at them). And that's often not the case - one of the products I work with, we're coming up with stuff that the designers probably considered (because they allowed for it), but that's barely mentioned in the documentation, in the slimmest detail possible, and not in any of the of the training, no matter how "advanced". But both my main colleague and I have come up with and shared stuff with each other that we'd have never come up with separately, and that we see no sign other people are actually using (part of this is just that the product is marketed as this simple tool for small teams and cases, and we're using it in complex ways - it is very powerful - with thousands of fee-earners and PAs and huge cases). For a more game-apposite example, our old bud Miyamoto Mushashi was a master swordsman from basically his mid-teens, but was still learning entirely new techniques, not of his own devising, but from others, decades later. Which I would consider "training", but I guess it's a different kind of training? One that's very much inside the scope for some games, but outside for others. Yeah that's probably the key. Honestly sounds like Troubleshooters is doing the best job so far based on this general discussion, [USER=907]@Staffan[/USER] is kind of selling me on giving it a go just because it sounds like an interesting take! [/QUOTE]
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Which RPGs best model real-world skill development?
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