When you write that TTRPGs are at least wargaming could the "war" part of "wargaming" also be the simulation of all kinds of non-martial conflicts(ex: racing, courtrooms, supernatural healthcare, or sleuthing) instead of the simulation of a literal war?
Yes, you understood perfectly. The terminology we use is very wound up in historical terms, and a more boring and less communicative idea like "conflict resolution simulation" doesn't capture the history, interest, and action like "wargame" does. I use the example of a racing-oriented game in this (https://primevalpatterns.substack.com/p/unlocking-ttrpg-supremacy), for example.
It is no accident that we came to the TTRPG, the Second-World Exercise, from wargames modeling real warfare. The explicit, violent, and captivating clash of arms is the natural metaphor for all conflict. Clausewitz says (paraphrasing) that war (the clash of arms) is merely one aspect of "diplomacy." He is referring specifically to the constellation of social conflicts that arise between peoples and nation-states. But with the benefit of his insight, we can see that this idea extends even further.
Conflict is the core "object" in a TTRPG, even if it is only implicit. It is the thing that captures our interest, spurs our creativity, and activates our drive to win.
I am immediately reminded of the 9 panel comic strip "[Classical/Modern/Postmodern] Conflict in literature" by Grant Snider and those options are just broad strokes scratching the surface of how far we can extend the idea.
I'm deeply curious. Hope i understood you right.
When you write that TTRPGs are at least wargaming could the "war" part of "wargaming" also be the simulation of all kinds of non-martial conflicts(ex: racing, courtrooms, supernatural healthcare, or sleuthing) instead of the simulation of a literal war?
Yes, you understood perfectly. The terminology we use is very wound up in historical terms, and a more boring and less communicative idea like "conflict resolution simulation" doesn't capture the history, interest, and action like "wargame" does. I use the example of a racing-oriented game in this (https://primevalpatterns.substack.com/p/unlocking-ttrpg-supremacy), for example.
It is no accident that we came to the TTRPG, the Second-World Exercise, from wargames modeling real warfare. The explicit, violent, and captivating clash of arms is the natural metaphor for all conflict. Clausewitz says (paraphrasing) that war (the clash of arms) is merely one aspect of "diplomacy." He is referring specifically to the constellation of social conflicts that arise between peoples and nation-states. But with the benefit of his insight, we can see that this idea extends even further.
Conflict is the core "object" in a TTRPG, even if it is only implicit. It is the thing that captures our interest, spurs our creativity, and activates our drive to win.
Appreciate the reply.
I am immediately reminded of the 9 panel comic strip "[Classical/Modern/Postmodern] Conflict in literature" by Grant Snider and those options are just broad strokes scratching the surface of how far we can extend the idea.