I believe an Open RPG System is almost the same thing as a Science Based Mental Model of how the world works. I’m working on an Open RPG System, there are many Open RPG systems but this one caters to the simulation-ists and those who want to use RPGs as a medium of learning real world skills. I hope my creative commons writing can create a foundation for something that can be easily shared improved on and used in education and fun.
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.
- 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.
Crucial points of skills in the RW according to my studies (mostly from how we learn from the Teaching company and all those othe lessons to many to name)
- 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.
Leave a Reply
You must be logged in to post a comment.