Poll of a Billion Monkeys

Tuesday, January 09, 2007

A Brief Introduction To TRWS Theory

Pesharim - A Brief Introduction To TRWS Theory

TRWS Virtual Training and Gaming Doctrine

TRWS: TGS and TSS – The various real and virtual elements of TGS and TSS are based upon the doctrine of Game Theory which relates that gaming can be, and in some cases should be, training for various Real World Capabilities. Therefore TGS and TSS are components of the Transferable Real World Skills Game Theory doctrine.

TRWS (and the various components which comprise the Doctrine) is a Virtual Training and Gaming Protocol designed to allow the development, practice, and transmission of Real World Skills into a Training Scenario or Gaming Environment. Likewise the practice of Gaming and Virtual skills in a realistic manner within a virtual or artificial environment is designed to allow Training and Gaming Scenarios an opportunity to develop into Real World skills which can then be employed within a Real World Environment. The effectiveness of the protocols is not dependent upon the type of scenario, general environment, particular game, or virtual training opportunity undertaken, but is rather dependent upon the degree and nature of the realism of the practice. TRWS Game Theory demands a level of realism and practice which makes it practical to assume that any reasonably intelligent and trainable person employing the protocols can in fact perfect current skill sets or even develop entirely new skill sets within the game environment which can then be realistically employed within a Real World Environment.

Transferable Real World Skills (TRWS) Game Theory states that skills and capabilities learned in real life should be transferable and practitionable in-game, and conversely that skills and capabilities played in-game can be and should be used as a training vehicle for the practice of Real World and Real Life skills. Of course by the use of the term Skills I am not simply describing what might be called Skills as a personal/character sub-set of expertise, but any demonstration of expertise which a person/character may express, such as knowledge of a particular subject, certain abilities sometimes described as feats, personal/character class abilities, personal/character skills, etc. Any capability, ability, or capacity that a Person/Character possesses and which is transferable to Real World circumstances on the part of the Player qualifies as a Transferable Skill. Likewise any Real World capability, ability, or capacity that an Individual/Player possesses and is transferable to an in-game situation for the purposes of Character demonstration or description also qualifies as a Transferable Skill.

One of the effects of TRWS capabilities is of course to far more fully integrate Player and Character, that is to make the relationship between the Player and his skills and capabilities, and the Character and his skills and capabilities, a much more direct and seamless relationship. One of the salient and descriptive attributes to this form of gaming is to greatly lessen the gulf, and if possible to entirely eliminate the separation, between what might be described as In-Game Skills and Real World Skills.

For instance if a game character, in whatever milieu and of whatever character class or background possesses the ability to speak or read a particular language, or to fight fires, to examine clues, to analyze a situation, or to display any other skill or set of skills then the Player himself (or herself) should also be able to exercise the same skills or set of skills if need be in Real Life and in the Real World via in-game, pre-game, and post-game Real World training.

Of course, depending upon the game, the setting, and the various in-game scenarios, modules, adventures, and missions there will always be certain skills and capabilities that are either beyond Real World analogue or could only be imperfectly mimicked in Real Life. The reverse is also true. Certain Real World skills or skill sets are not directly transferable to any particular game situation. However, for the most part most character game skills and capabilities have a real world analogue and counterpart, and the reverse is also naturally true.

TRWS Gaming therefore concentrates upon a style of gaming that exploits these analogues allowing the Player and the Character he or she plays to develop in similar and functional ways as they employ whatever skills or capabilities they possess by nature or by training. Real World Skills are exploited in-game and are role-played heavily (in the case of an RPG situation that is, TRWS Gaming is possible in various types of gaming models and general categories, video, RPG, board, computer, etc). Usually the style of Role-Playing TRWS exhibits is done by either direct physical demonstration of what must be done to employ any given game skill, or by heavy and accurate description of how this same skill would be employed in real life. Die rolls, or any other type of random, mechanical, or artificial calculations to determine the resolution of skill or capability employment are kept to a very strict minimum and are used only when absolutely necessary, or are not used at all and instead Skills are demonstrated or described to determine the accurate functionality of any skill employment.
Game play therefore becomes not only a source of entertainment but also a source of both subconscious and direct training and practice of skills and capabilities that can then be usefully employed by the Player in Real Life and in Real World situations. Conversely DMs and GMs are responsible for developing mission scenarios, adventures, and campaign scenarios which allow the Player(s) to employ whatever skills they possess as individuals and to practice whatever skills they possess both as Player and Character in whatever the particular gaming situation might be that is being explored. It is also important that the DM or GM develops gaming situations which allow the employment and practice of a wide variety of both In-Game and Real World skills so that every Player may participate and train themselves as much as possible, and so that both tactical and personal skills may be trained, and so that strategic and interpersonal skills and capabilities may also be practiced and employed.

Game situations should also be developed which will allow the development of, and practice of, new skills and capabilities on the part of the various Players. This too is the responsibility of the DM or GM.

Finally it should not be overlooked that TRWS Gaming should not be used in such a way as to lessen the enjoyment or entertainment value of the overall gaming situation or milieu. On the contrary TRWS Gaming situations should be an element or factor of the naturally occurring overall gaming experience and not designed to overwhelm the other aspects of the game, aspects such as more generalized problem solving, entertainment aspects, and the elements of fun and camaraderie. The more fun and the more enjoyable the other gaming aspects are in any given gaming situation or milieu the more important will become the TRWS Gaming Aspects and the more successful will be the functions of TRWS gaming and virtual training. Any skill or capability, no matter whether that skill or capability be physical, mental, psychological, or spiritual is best learned and will most enjoyably be absorbed when the overall situation is relaxed, stimulating, and fun. Of course fun must also be mixed with corresponding elements of seriousness and concentration of focus but training which is likewise both earnest and enjoyable is also training which is likely to be very, very effective and to be subconsciously absorbed without friction and without much internal psychological resistance. Skills practice which is both earnest and enjoyable is quickly absorbed and becomes a much more natural part of an individual’s repertoire of personal capabilities than training which is entirely stressful, studious, frustrating, and seemingly unnatural.

Definitions of Doctrinal Terminology:

TRWS Doctrine – Transferable Real World Skills Doctrine: a theory of Gaming and gaming participation which stresses the advantages of Player employment of both Personal and depicted Character Skills, Feats, Capacities and/or any other ability or capability the Player might possess. In-game activity allows for the Player to demonstrate any Real World skill he or she might possess as well as practice any In-Game capacity the depicted and played Character might possess so as to help train and master that skill for later use (transference) in Real World situations should that capacity or skill ever be required in Real Life.

TGS – Transferable Game Skills: Any in-game skill possessed by a Character which can be initially learned, mimicked, imitated, trained or practiced by the Player for later use in Real Life situations.

TRWS – ­­­Transferable Real World Skills: any Real World skill or capability possessed by the Player which can be demonstrated in-game by the Character via either demonstration or detailed description as both a game action and reinforcement training for capabilities which can later be used in Real Life situations.

TSS – Transferable Skills Simulations: any gaming simulation, scenario, and/or milieu designed to exploit Transferable Skills Gaming Doctrine and which are used to allow Player/Character practice and training of Transferable Skills.


© Jack W. Gunter, Jr. 2007
All rights reserved

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