Now I did a quick google search about gamers talking about Mental Models and RPGs and my search turned up research material instead of other gamers.
Mental Models in Learning.
There is a whole lot of merits to growing up gamer, one of these is the use of Mental Models and RPG system in creating structure or framework so that one is ready to learn, adapt and change mental models of how things works in the world. Growing up Gamer, we experience a lot of Rules which are like "Models" of how things can work out in the world. We are used to changing, learning, improving, modifying and memorizing assumptions. The experience conditions a mind to be able to quickly memorize, understand, and comprehend incredible amounts of models, by having a Core Pattern or Intuition of how things work and keeping notes of differences and exceptions.
When we to min-max we learn about how to create results by manipulating the arrangement and relationship of certain metrics. In the end we can simplify things to Quotas, Key performance Indicators, and Utilization. It becomes natural for us to stat out things and continue to manipulate the abstraction of various scores to measure, observe and track almost anything.
Mental Models and Visualization and Process
Another use of Mental Models is that you can visualize the extremes where these rules break down and exceptions begin to occur. Mental models are Imagination tools, allowing us to simulate and empathize a situation or circumstance. Mental Models allow us to Visualize, mapping out processes and events as in the order they occur and many of the possibilities that can happen in between every crucial point in time. Visualization is also an important part of role-playing and later on strategy (definition from game theory) as we navigate through options, decisions, and risks.
Skills in ORGS, Hope they can be Considered Open Source / Creative Common
How skills are in an Open Role-playing Game System. I'm describing more of the nature of a skill in the Real World (or RW). One can say Skills as a Mental Model for use in a game or for work.
- There is no difficulty type for skills( unlike gurps). See below why.
- Skills are made up so many sub-skills and techniques, in ORGS skills are made up of routes, routines, knowledge, principles, mechanisms, and experiences that can be summed up as information about a specialty designed for an actor.
- Skills blend and bleed into other topics, themes and categories, because of this nature GMs and world builders have to narrowly define a skill for a specific time and scope. Over times and eras, skills may change in scope and composition but serve a similar purpose. The purpose changes slowly compared to its composition and scope.
- There is a set amount of activities, time, effort, and risk to skills that have to be defined an elaborated. There are benchmarks and assumptions in performance, as well as default or typical circumstances.
- repetition and practice. Measured in time, activities, quality, either virtual, visualization, simulation, or on-the-job.
- defining and categories. Naming and defining aspects of a skill, and categorizing it.hyhj
- Aspects of Pro or Con circumstances both Inherent in the Actor, or the environment around him, and circumstances of the past.
As I define skills, I hope my contribution makes the content open and sharable. Slowly and with a process I'll elaborate skills at a given time and era, create benchmarks and examples, and allow for both a mental model and ORGS to arise from it.
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