Handling as a Technical Definition

I’ve defined DATA Handling, Material Handling, and Attention Handling for work. And I feel like I’ve hit on a CRUCIAL Pillar in LOGISTICS. It feels like a LAW Of Physics. But to a GAMER its a law of SYSTEMS.

Logistics is the Broader Category where various Handlings can be placed: from Data to Attention. the physics of how things interact.

One of my realizations as a GAMER is that I’ve learned to STAT/Measure/and Interact systems and organisms (creature or character mechanics). I’ve learned to have systems interacting with other systems as being part of a Larger system  (Nation or Entity mechanics, Ships, Armies) and it is a discrete smaller sub element (skills , behavior, and abilities), or many overlapping systems.  – I’ve talked about this before over and over again (the way our brain has constantly updating and revising nuances and meaning to the words).

That these all interact and one of its key elements is its handling (everything except its transformation. See 5S and MUDA).

In TRPGs we can SCALE UP or DOWN. We want to handle PCs, a group of NPCs, a Nation, an Ecosystem etc….  A Fractalizing Framework  able to hold many levels of scale.

I plan to talk about memory slots and chunking next. An Expansion of what I know of chunking and how it Relates to Fractalized of memory and how I currently work within the limits of my memory.

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