Anyway I've just finished a BUNCH of readings:
- GURPS Horror (finally after all a few years I finally got to finish it).
- Chronicle of Darkness
- Dungeon World (its rather short compared to the rest).
- Qin The Warring States (thoroughly, not just a systems analysis).
- Qin the Warring States the Art of War
Using my Production and Operation Studies.
So I've been studying Production Operations for about 4-6 months now. Reading stuff recommended, and those that an Industrial Engineer should have studied. One thing I'm clearly taking away is the techniques that refine and improve Processes and Activities that can be clearly applied to the way Games are run and played.
I'm self studied in Game Design and User Interface or designing a User Experience since the 2000s when I hoped to get into Game Design Course (which didnt exist then). These "User" design techniques augmented by studies of Behavior Sciences, particularly Kahneman and Tversky's work (thinking Fast and Slow, Prospect Theory, and Applying the Behavior Sciences in Designing an Experience and Process).
To put simply The Game Master Skills and Heuristics are actions and activities that allow someone to repeat and practice certain abilities that would enhance their Gaming Experience. Its have emphasized the following:
- Actions. instead of Principles, Guidelines, long Essays of theory. Lets give the Gamers ACTIONS to do. We can give them a default set of actions, and we can expand to how to modify and improve what ever Action Process they use to improve their gaming experience.
- Working Memory Management. Many of the Techniques have their emphasis in dealing with a terrible working memory or hacking and conditioning it so that skills are so ingrained that they occupy less of the working memory and allow greater bounds of complexity as well as preventing the gamer from being overwhelmed. A good mental environment, a 5S inside one's head.
- Opportunities for Deep Work. As we identify skills and heuristics, a lot of small techniques get mastered quite quickly and more opportunities for DEEP WORK begin to emerge for the Gamer. This can take the form of Flow in prep and refining improvisational abilities OR with his/her players.
Moving into Gaming Agnositic has had some Interesting results. One of the most useful is focusing on the User Experience and Game Experience that does not hinge on any system. To have tools that allows the Gamer to have greater levels of engagement, experience, and enjoyment regardless of system. Isolating core principles that no one system can hold monopoly lolz (LIKE SCIENCE! Lolz)
You'll notice the Studies in Operations Sciences are BLENDED with Zen and some Philosophical Works. If you've checked out the Toyota Production System and Kaizan, its kinda steeped with Eastern Philosophy. Particularly the derivations of Buddhist and Confucian continuous improvement (commonly known as Kaizen). Whats notable about this is how it related to Memory and Skill Mastery. There is so much mysticism about it, but when you explore works concerning memory, behavior and biases it can be interpreted as a 5S and Lean Six Sigma approach to self improvement.
Arthur V. Hill and many of the Operations Sciences researchers have noticed that MANY of the "tricks" in the science can be applied in a personal level (coining Personal Operations). Especially since its an OBSESSION with heuristics which should be very familiar to gamers because these are basically the Models and mechanics we horde in our memory when we learn other game systems. Imagine using that memory, conditioned to memorize tons of Heuristics (game mechanics) applied to more practical mechanics and GAMIFYING those mechanics . That mindset that can pick and choose, modify and improve, or HACK, heuristics and models to serve what ever ends we gamers so desire lolz.
To be a Gamer, particularly a TRPG gamer, maybe a kind of heuristic collector. There is some gamer pride about being able to learn ANY heuristic or mechanic or model. And there is an amount of satisfaction with being able to PLAY with any heuristic or mechanic. And to play and play with these models - how MUNCHKIN is that method to max out a particular skill.
I can go on and on. I'll just leave with the note that I'm always on the look out for feedback and collaboration in developing the Skills and Heuristics document. Feedback is a key aspect of being a Gamer - when our expectations dont match up with reality, our ability to adapt and improvise is one of our strong suits. So if you want to join a particular feedback loop of challenge its good to look for places that would allow our limits and flaws to be visible and work on them.