atpollard wrote: ↑Fri Jul 12, 2024 1:19 am
SterlingBlake wrote: ↑Fri Jul 12, 2024 12:59 am
Serenity is just plain cool, no question. But Firefly is fiction, and I'm arguing that the objective of games is not to create fiction,
but to practice for war.
Games fail at the task.
While they may have some benefit in teaching/learning tactics and (maybe) strategy, the nature of war involves a mental attitude that “chance” utterly fails to simulate. While I have never had the “pleasure” of combat in the traditional sense, I have empirical experience at the sort of urban warfare that accompanies the DRUG/GANG culture including but not limited to beating someone with a chain, being stabbed, shooting another human being and setting an enemy on fire. Success and failure had little to do with chance and everything to do with the force mentally prepared to act with less moral restraint and suppress all fear. The real challenge proved living with the consequences after the dust settled and the nightmares began. That was when people self-destructed.
Games are used for war preparation all the time, they have been for decades, if not centuries. By gaming we reduce the cognitive on the prefrontal cortex's ability to evaluate data and then plan a good response. Since the brain can use up to 25% of the body's calories, and since mental exhaustion is a killer in combat, reducing the work load by gaming risk assessment and tactical response allows the warfighter to stay fully engaged in the battle longer. Often success is not in luck, but in not making a mistake before the enemy gives you a mistake to exploit.
atpollard, aren't gangs sort of like the pirates you talked about in Traveller? That is, if they were any good at what they did, they wouldn't be pirates (or gang members). If the gangs had honestly gamed the events and aftermath, how would behavior have changed?
SterlingBlake, can you help me understand your above with your earlier statement:
I never come up with challenges for my players. If you want to help a player train for war, don't you need to provide specific and relevant challenges for them to practice on? If you look at
scarik's game, my character is a military commander and his part of the game focuses on domain level considerations. Sort of like the game Pendragon, but in a more fantastic historical setting.
scarik and I have done the "wargame simulation" style game in years gone by, but for this one we're focussing on a different aspect of gaming.