Showing posts with label Language. Show all posts
Showing posts with label Language. Show all posts

Wednesday, May 6, 2026

Rank is a Word for Stinks

Often, to force us to rate things in terms of their highest value, we're offered a supposition that really doesn't make sense: "If you were stranded on a desert island, what book would you take with you." That's framed to force you to commit to "a" book, say the Odyssey or the Brothers Karamazov, or anything known for its depth and complexity, suggesting that we won't get bored re-reading it.

Obviously, the better book would be some kind of survival guide, preferably one tailor-made for the island you're getting stranded on. I'll choose the one written by the author who spent 10 years on this self-same island, giving an account very useful to my situation. But foregoing that...

An education, a grasp of "depth and complexity," is not managed through one book, in any case. If the reader on the island does not have a long and lengthy understanding of literature, or history for that matter, or any knowledge of the 19th century, then the Brothers Karamazov is going to be uselessly inscruitable for them. And if the individual IS educated enough to understand Dostoevski, then they should already have enough books in their head to manage just fine without any such books — since one such book really isn't going to be of much value after the first read anyhow. What are we to do in the weeks and months before we're ready to read the same book again for the ninth time?

The "best" of anything is a representation of shortcut thinking. It presumes that one's favourite food somehow precludes the need to actually have a diet of hundreds of foods, or that the best vacation spot means that no other vacation spot anywhere on earth is necessary, or that so long as I see the best movie, I'm done with movies now, I've seen them all. Saying something is the "best" is really shorthand for, "I have no comprehension of nuance, so I prefer to speak with my gut." It's tiresome, it's bland, it doesn't say anything real about the thing described and... it's an inescapable form of list-making content on the internet. The pervasiveness of it really is remarkable. It allows so many people to say so little about so little, while still sounding clever.

List-making is structural rewarded online; rankings are faction-driven, they are easy to argue about and infinitely repeatable. This does not conflict that they are the lowest form of discourse, one in which individuals really do not need to explain themselves, or their choices, especially when those choices are framed as visceral, personal or in some way political. It takes no study to name the best of something, since anything not seen or experienced can be discounted with no fault upon the writer or speaker. If someone claims that the "best sports team" is one of the twenty-four in a given league, there's a very good chance that 1 in 24 people who care at all about sports will agree with them. Everyone else is, obviously, "biased," being unable to see the truth about the best sports team as I personally care to name it.

Moreso, people don't hold one another accountable for these opinions. It's really just a game, just a way to pass the time, just a choice some people want to hold dear because they must hold something dear... and so, randomly or merely because of the way their minds are framed, they've chosen their hill to die on, however ludicrous that hill is. The best way to have an "identity" nowadays is to pick something so unpopular that no one really knows it, then claim it's the "best" of its category, proving somehow that the speaker is that much more educated and knowledgeable, because they alone understand the best to be something that vast majority does not know.

As a result, ranking becomes a stand-in for thinking. After so many years of it, I'm quite done with it. I do not care what the best version of D&D is. Or what wins Best Picture this year, or what should have won it. Or anything to do with ranking one thing over another. I am perfectly capable of liking a thing, supporting it, voting for it, wanting it to become standard and giving my time and energy to that thing, without having to compare it to some other thing. This last, which is so de rigeuer in this culture, holds zero interest for me.

This allows me to enjoy many things at the same time in a culture that craves comparison. I do not live, for example, in the "best country" in the world; I do not live in the best city of that country; I do not think anything like this actually exists. I happen to live in Canada; there are things I like about the country and things I don't. On the whole, I think I'm happy with it as a country. I would not like to see it change for the worse. But it is not a better country because it happens to sit alongside a country I would rather not live in. The one has very little to do with the other, except that they are different and that I like how they are different. Ranking one over the other tells me nothing about either. Stating those specific things I like, on the other hand, makes a point, just like discussing those things I don't like. None of this has anything do to with liking this thing more than that, or less than that, or anything to do with comparisons. It is simply that I have this, I like this, I'd like to go on having this... and I'd rather not have that. The person who lives in the address across the street may feel differently. That is just fine. They may think what they wish. I am fine with them going their own way, so long as it does not interfere with me going mine.

As such, I have spent much time on this blog disparaging 5e or the White Box or attitudes about D&D in general. I do not commonly (I cannot think of an example, but I may have spoken loosely at some point) rate things. I based my game setting and rules system on AD&D because that was the only system available at the time when I started making changes. I made changes to those things about AD&D that I didn't like. I still don't like those things. I do not think AD&D is a good system. But it is irrelevant to say that AD&D is a "better" system than what follows. It may be, but it is irrelevant to say so. It is better to describe, in detail, taking one's time, what things are and how they function, and what they attempt to resolve, then discuss how others options attempt to resolve those same problems, discussing and pointing out why this fails or that succeeds. It is not valuable to make blanket statements. Nor it is valuable to give blanket statements any credence, just because we think we should "tolerate" other people's preferences. 

"Preference" is a form of prejudice. It is not an opinion, it is a preconceived opinion that sets out to change other people's minds upon the basis of favoritism or partisanship. It is not intelligent, it is visceral and worse, it is performative. We must stop, as a culture, assigning "preference" a value it does not possess. It is not worthy of tolerance, because it refuses to give itself value through thought or investigation.

Some might hear "preference" as when we say, "I prefer tea to coffee." This is not the sort of preference that is stated, however. What is said, however, is that "tea is better than coffee," as though we should obviously drink one and forego the other.

That coercion, the one that says, "Star Wars" is the best picture ever made, and anyone who doesn't think so is... blah blah blah," underlies every statement of this kind. We are not being asked to just rank things. We are being asked to revere those things that are ranked, because some organisation, or even some solitary person, has taken the time to rank things, as though the ranking itself is an achievement. It is not.

Obviously, for whatever reason, we're not going to stop ranking things. Most likely, the habit reaches into a distant past, perhaps a million years ago, before consciousness, when human-like beings comprehended that "this plateau" was better than "that one," because on the whole there tended to be more food there. Since, we've allowed our minds to be guided by a similar principle, the idea that "best" is equivalent to "most resource-giving"... only it's become conflated with a sort of masturbatory impulse to conflate everything. I don't expect it to stop.

But for some individuals, I ask, please... hear it when it happens. Hear it and understand what you're hearing. The groundlings are always going to indulge. That does not mean we all must.

Thursday, January 1, 2026

Language for Tabletop Play

"These are people who have been clearly raised on the language of modern D&D, who are woefully let down by that language. They've been taught to use the word "story" in its alternate corporatised sense, who do so because they have no other language they can use. It's quite possible to see them fighting for language throughout the documentary... not because they do not know what they believe, but because they've been saddled with a vocabulary that really does not express what they need to convey or want to. They've been let down. This does not make their genuine faith or love for the game less so; it only makes it next to impossible for them to talk to someone who is not in fact like them."  Unmodified: Real People, Fantastic Worlds

Diagnosing a problem is never enough. Saying the above, it falls upon me, not a convenient person whom I might hope woud address the problem, to undertake the task myself. I've said the the word "story" is treated in role-playing as a kind of linguistic solvent, dissolving languaged distinctions between player actions, player decisions, game consequences, interaction/improvisation taking place in game, setting and rule structures, memory of past events and actual back-and-forth play between the players and the DM. "Story" is used to describe all of these. However meaningful or nostalgic the word might be, it cannot meaningfully describe what's happening when we play D&D. Yet,

"So I'm a theatre teacher. One of the things that we talk about in theatre history is that theatre itself started as a way to tell a story. Telling stories is just a part of human culture. It is what we do, it is how we express ourselves. Across any medium. It could be writing, theatre, art, music — they're telling a story in some way... you go to an art museum right now and you look at a Picasso, you can't tell me there's not a story that you can just read right there. Stories are important to our culture. What tabletops are is a way for a group of people to collectively tell a story at once together."


For all the poetical faith and belief that's here, it's not difficult to see that translating these phrases into game play, without already knowing what game play is, would be impossible. Imagine for a moment that you know exactly nothing about "tabletop" as an activity. How does the above tell you what it is? it does not describe what participants do, what constraints they operate under, how time is structured, how decisions are made or what distinguishes tabletop play from any other social or artistic practice. Instead, it situates tabletop gaming inside a sweeping, almost metaphysical claim about human expression, where everything is already "story" and therefore nothing needs to be specified. From the point of view of an uninformed listener, "tabletop" could just as plausibly be a discussion group, a collaborative writing circle, an improv exercise or a ritualised form of conversation. The quotation relies entirely on cultural resonance rather than description.

What's especially telling is that the speaker does not once refer to rules, chance, constraint, failure or risk. There is no mention of dice, turns, authority, disagreement or uncertainty. These omissions are the price that's paid for universalising the concept of story. The word becomes operationally empty. Everything meaningful becomes story, which means story no longer distinguishes anything. If all human expression is story, then tabletop gaming has no specific identity left to articulate.

Let's take a moment and evaluate one word in the above: risk. In a creation of the things named, writing, theatre, art, music... there is no risk involve. I'm not committing to a risk right now as I write this. True enough, it may not be liked, it may not make me world famous, I may include a spelling error (who are we kidding; there will be a spelling error)... but these things aren't really "risks." There's no risk that I won't finish the article. There's no risk that in failing to spell the next word, I can't just go back and fix it, no harm done, no foul, no awareness for the reader of the word that's been fixed. Picasso's painting "story" does not incorporate a risk; every stroke of the brush is either done right or it is redone. The painting's subject tells a story, but the act of creating it does not. The act of creating is a series of efforts performed in an order until a result is achieved. Process, the making, is not "a story," the finished product portrays a story, but in itself is not one. This is where all the arguments made in the quote above fall apart. The picture of a pipe is not a pipe.

Tabletop is entirely different from an art form because it is not something that can be changed later, like this essay can be. Choice is committed under uncertainty; when resolution occurs, it cannot be revised. Once the die is rolled, all possibilities outside of that die's dictates are lost forever. Ceasar cannot recross the Rubicon. Once cast, once the declaration is made, the outcome stands and propagates forward. Chance creates consequence, consequence constrains choice.

After the fact, the past series of events can be framed as a story, but it cannot be experienced as a story while it is ongoing. That difference is vital. Yet is it not grasped because those who speak of game play have no language that makes a temporal distinction between game as "now" and game as "was."

We play games in the present. It is the only time frame physics allows. By definition, "story" is a temporal artefact. The moment we are able to say "this happened," we are no longer playing; we are recounting.

Let's set aside, then, that what happens at the table is a story being told. What is it? Well, a series of constrained actions — that is, behaviours or movement that occurs within explicit limits — in the case of tabletop, agreed upon rules. I grant that "constrained actions" doesn't have the poetical metre of "story"... it's missing that warm, round "O" sound, that pleasant stretching of the lips as we widen the mouth to say "ree..." but then, poetry has it's place and its not here. Our goal is conceptual clarity. A lugnut isn't poetical either but it keeps the wheel from falling off.

Too, let's cast aside any arguments that clarity is somehow hostile to creativity. Mechanical precision does not diminish the ride, it conceals the bolts and fabricates the paint that adheres to the metal, producing on the one hand security and on the other, beauty. In writing, my field, we use all the words, not just the pretty ones. This does not lower the experience of the reader.

We can begin with a distinction between game procedure and game outcome.  Dice, turn order, character capabilities, referee judgments, spatial relationships and resource management all belong to procedure. These are mechanical and social systems that generate uncertainty. We don't know how much of a thing we'll have, or how far we'll be from the enemy, or what the status of our capabilities will be, in any given turn, as well as what the dice will roll or what the DM might invent or in what numbers. Yes, this does include how the DM interprets a rule, but in large part the DM's simpler influence of deciding what player a given monster attacks will have far, far greater influence over the game's procedure than how a given spell might work under these rare conditions.

Outcomes are alterations that have occurred in the past that affect the present, outside the present's procedure. The loss of all the party's food, for example, the death of a character, the obtaining of tools or benefits, the advancement of a level, the addition of a new game participant (a meta-outcome), positions gained or lost in a battle, allies gained or lost through choices made and so on. They're not things that can be interpreted, but things that are established as facts and now influence the game's balance. They change what can be done next. They narrow or expand the future decision space.

We can make another distinction between experience and representation. What happens at the table is the experience: players act, decide, wait, react, succeed, fail and mentally adjust to conditions as they happen. These things occur in real time, often driven by human hormonal impetuses, such as the manufacturing of dopamine when a fictional enemy is killed, seratonin when someone's a hero, epinephrine as things get tense, oxytocin as players slap each other in gratitude or encourage each other to succeed; cortisol when we fail. So much of what's happening in the moment is chemical reativity that bypasses conscious thought that we often forget that the human body isn't really designed to always think things through before acting. If we were, we'd have all died by mammoth long ago.

This is emotionally phrased in the documentary, but is completely lost in the players' language. Feeling one's blood rise is something every serious D&D player experiences, and wants to experience. Yet it directly contradicts the idea that players are intentionally "telling a story together" in the moment. They're not composing; they're coping, seizing opportunity, snatching dice, flinching from loss, riding tension. Reflection comes later, after the fact, when the hormones have depleted and the nerves are unbothered by their harrassment. It's then that story appears, not during the game.

That part is where representation occurs. A representation is an artefact made after the experience has concluded, whether that artefact is a spoken anecdote, a written recap, a memory or a critical analysis. At that point, events can be selected, ordered, accentuated and interpreted. I tell you that I should have swung on that mastodon instead of trying the spell and you tell me that you never knew before how much damage a mastodon could really do. I tell players in the other campaign about the mastodon and they tell me about the Jabberwock they fought that was three times bigger than a mastodon. And while some of this is story, a lot of it just isn't. Thinking about what I'm going to do the next time I meet a mastodon, or picking over my spells remembering the mastodon event of 2025, are representations that are not stories. Story is too limiting for the way we naturally think about the past. Human reflection is messier, more utilitarian, more recursive than narrative theory allows for.


We can also make a distinction between fiction and meaning. Fiction is the imagined content of play, consisting of haracters, places, events, creatures, objects and descriptions. It is the mastodon, the spell, the Jabberwock, the dungeon corridor, the throne room. Fiction answers the question "what is happening in the imagined space?" It is representational, malleable and, on its own, inert. It's not distinctively story-driven because it doesn't have to be narrative. Fiction can be a referrent: a mastodon floating in space and nothing else. Referents can exist as setting, situation, object or condition without implying sequence, causality or resolution. A room can be fictional without anything happening in it. A world can be fictional without moving toward a conclusion. Narrative is one way fiction can be organised, but it is neither necessary nor primary.

This is another reason the "tabletop equals collective storytelling" claim collapses under scrutiny. Much of what players engage with at the table is non-narrative fiction: spatial relationships, tactical positions, inventories, capacities, threats and affordances (a possibility for action made available by a situation, object or environment). These elements are fictional in reference but functional in use. They are manipulated, tested and exploited, not narrated. Their significance lies in what they allow or prevent, not in how they contribute to a plot. Each can be manipulated, tested and exploited without narration occurring. Their significance lies in what they allow or prevent, not in how they contribute to a plot.

Treating fiction as inherently narrative imports expectations that do not belong to play. It suggests that events should build, themes should develop and resolutions should occur, when in fact play is perfectly capable of producing meaning through stasis, repetition, failure or abrupt termination. A campaign can end without climax and still be meaningful because meaning did not depend on narrative completion; it depended on committed action under constraint.

This distinction also clarifies why so much tabletop language feels strained. When people are taught to describe all fiction as story, they are forced to narrativise experiences that were never structured narratively in the first place. They reach for arcs, themes and lessons where what actually happened was exploration, optimisation, attrition or survival. The language fails because the category is wrong. People ask whether a session had a good "arc," whether a choice was "in character," or whether events were "satisfying," when the relevant questions are about risk exposure, information flow and consequence. In fact, the all-encompassing embrace of "story" derails evaluation and clear thinking altogether, as people attempt to judge a live system of constrained action using categories meant for finished artefacts.

Consider a session where players cautiously explore a ruin, avoid several fights, misjudge a risk and retreat after losing resources. From the standpoint of play, this may be an excellent session: information was gained, danger was correctly assessed, losses were meaningful but not catastrophic and future options were clarified. However, let's suppose the "goal," to find the McGuffin, was not in fact accomplished, and now the players must return to the ruin and explore it again. Under such circumstances, many participants are now being trained to think of this as "story failure," because the target wasn't reached. The fact that even if the target were, we'd still expect to enter something like the ruin anyway, and see new things, just as we will if we revisit this ruin... in effect, we're putting the achievement before the actual adventure, pretending the latter didn't happen if the one tangible expectation was not met.

Meaning is not contained in fiction. Meaning arises from the interaction between fiction and constraint. It is produced when fictional elements are encountered through choice, risk and consequence. Killing a mastodon is not meaningful because mastodons are impressive fictional animals; it is meaningful because the choice to engage it was made under uncertainty, because failure had costs, because success altered future possibilities and because those outcomes persisted. Meaning is an emergent property of commitment. It is experienced, not described into existence.

Confusing fiction with meaning leads directly back to the "story" problem. People talk as though meaning resides in the fictional content itself, as though describing the right things automatically produces significance. This is why so much discourse fixates on lore, backstory and worldbuilding while remaining silent on procedure and risk. But lore does not create meaning. Meaning is created when players discover, through action, that something matters because it can be lost, failed or foregone.

Backstory does not create meaning because it does not participate in risk, choice or consequence. It is fictional information established prior to play. It describes what has already happened, not what might happen. Because it is fixed, it cannot be lost, failed or altered through action. No decision made at the table can endanger a backstory event, undo it or force it to change. At most, it can be referenced or reinterpreted. That makes backstory inert with respect to meaning. It can inform context, but it cannot produce stakes on its own.

A clean way to see what meaning is by seeing what changes because of an action.

Imagine two situations at a table.

In the first, the referee tells you that a bridge collapsed here fifty years ago and many people died. That information may be interesting. It may colour the setting. It may even feel tragic. But nothing you do can alter that fact. You cannot save anyone, lose anyone or be forced to choose between competing consequences or costs. The information sits there. We have a fiction and nothing more.

In the second, you are standing on a bridge now. It is old. You can hear it creak. Crossing it will get you where you want to go, but it may collapse. Turning back will cost you time and resources, and something elsewhere will be lost if you delay. You choose to cross. The bridge holds. Or it does not. Either way, the future is now different because you acted. The meaning is not the bridge. The meaning is not the description of danger. The meaning is the fact that, because you chose to cross, certain futures are no longer possible and others are now unavoidable. You cannot go back to a world where you did not test the bridge. That irreversible narrowing of possibility is meaning.

From this, it may look like dice create meaning, and they do, but with an important qualification: the dice sever intention from outcome. Once they are introduced, wanting something to happen is no longer sufficient to make it happen. That break is what exposes players to loss, surprise and constraint. When the die is rolled, possibilities collapse into a single fact that must be lived with. From that moment on, the future is altered. Meaning appears precisely there, in the gap between what was hoped for and what now must be dealt with.

But if the consequence of the die is dismissible, meaning is not made. Suppose I fight an orc; I swing and miss, the orc swings and misses... we have just both rolled dice, technically established that neither of us hit on the first swing, but the actual game effect is zero. The only thing that has changed is the time to resolve this particular combat, and that time loss occurs out of game. The die rolls before the one that makes an impact are just noise. Procedural churn, which is necessary for the system to function, because they preserve uncertainty, but not in and of themselves meaningful.

Let's try and wrap this up.  When people say they play D&D "for the story," what they usually mean is that they value coherence, consequence and intelligibility when reflecting on play. The first, coherence, is the property by which events can be recognised as part of a single whole. This allows a player to say, "given what happened before, this makes sense." The causality of this makes a narrative desirable. We know we're now at the temple because we followed the road from the gap in the mountains that we were told about by the old man in the village whom we met after we needed the antidote to the poison we got from the snake in the first dungeon we entered when we started the adventure. Being able to outline these choices to ourselves in the present provides coherence that tells us why we're here now. Coherence feels like all this is happening in the present, because we're remembering it in the present, even though it happened in the past — which appears to gloss over the temporal distinction made earlier, without actually doing so.

Consequence is related to this; when the players look back at the snake in the example above and remember that they almost didn't enter, they realise that they might not have met the man with the antidote and thus they might never have found the gap in the mountains nor the road that led to the temple. This encourages players to believe that the consequences they experience in game play are part and parcel to the overall story they are presently experiencing.

What is rarely understood, or at least rarely acknowledged, is that the belief in consequence depends on the rejection of inevitability. If players come to believe that had they not done A, B or C, the dungeon master would simply have manoeuvred them onto the same road by some other means, then the apparent continuity collapses. The chain of remembered causality becomes decorative. This is partly why players don't listen when they're told the DM is liable to manoeuvre them... because even the player recognises that to believe this is corrosive. It is the equivalent of sticking fingers in their ears and crying la la la, which enables the DM to continue to manoeuvre them.

Intelligibility is the capacity of participants to understand the current state of play well enough to make informed choices. Players must be able to look at the current state of play and reasonably infer what kinds of actions are available, what sorts of costs those actions might incur and what kinds of failures are possible. This does not require certainty, but it does require legibility. The world must answer in ways that are constrained by its current conditions rather than by an external need to arrive somewhere else.

This is extremely hard to create. The players must be able to read the situation, form expectations about what will happen if they act and then have those expectations resolved in a way that corresponds closely enough to the DM’s internal model that the players can trust the connection. That trust is what makes learning possible. When expectations are met, the players can infer that their reasoning was valid: they correctly assessed risk, they correctly understood an affordance, they correctly predicted a cost. The reward is not success; the reward is intelligibility itself, because it tells them that their choices are grounded in an environment they can understand. The moment that connection holds consistently, players can begin to build a predictive map of the world, which is the precondition for informed choice.

However, if the DM’s internal model differs from what the players were reasonably led to believe, then outcomes stop teaching. The players cannot tell whether they made a bad choice, misunderstood the situation or were simply surprised by a private rule in the DM’s head. Once that ambiguity enters, players lose the ability to update their understanding. They cannot learn from outcomes because they cannot locate the cause of outcomes.

The DM must supply something that restores a sense of order, even if that order is no longer grounded in shared causal understanding. This is where the turn to a narrative model begins, often unconsciously. A narrative model compensates for the loss of intelligibility by replacing causal predictability with structural predictability. Instead of outcomes needing to make sense because they follow from the situation as the players understood it, they only need to make sense in terms of sequence and dramatic logic. Events no longer answer the question "what happens if we do this?" but "what happens next?" That shift reduces the burden of alignment between player expectations and the DM’s internal model, because narrative structure can absorb inconsistencies that causal systems cannot.

However, this narrative model eventually effaces all significant player choice, and it does so as a direct consequence of how it restores order. Once outcomes are justified primarily by narrative necessity rather than by the state of play. Over time, players learn that careful reasoning does not reliably produce different results from reckless action, that caution does not meaningfully reduce risk and that failure rarely forecloses progress. The range of outcomes narrows, not because the situation demands it, but because the narrative must continue. Once players internalise this, significant choice evaporates. Decisions remain, but they are no longer weight-bearing. They are expressions of preference or character colour, not interventions that genuinely shape the future.

This is why narrative compensation is self-reinforcing. As intelligibility declines, the DM leans more heavily on story to keep play coherent. As story takes precedence, player choices become less causally effective. As choices lose effect, intelligibility erodes further, because there is less and less for players to learn from the consequences of action. The narrative model does not merely coexist with diminished agency; it accelerates it.

We need to pause here and establish still again that this "story model" is still fundamentally different from literary storytelling. The "story model" in tabletop is a construct designed to provide a sense of coherence and structure to a game that is otherwise filled with chaos, uncertainty and risk. It's a way of maintaining engagement, ensuring that events make sense to the players even when the underlying system doesn't always provide a clear narrative thread. In this model, the focus is less on the growth of characters or the unfolding of deep, meaningful consequences and more on the presentation of events as though they are part of a cohesive storyline. The DM often acts as the storyteller, shaping the events and the players' choices to fit a desired structure, or at least to mimic a structure that resembles a story.

But it's not about the characters' evolution as characters — they don't grow or evolve or reach a resolution, nor does the narrative, though it appears to when the string of events that are followed come to an end. But this ending is not redemptive or transformational. It's merely an end, like a commute to a workplace that accomplishes a task, furthers one's income, but in fact offers very little for the soul. The only option thereafter is to repeat the commute again the next day, and the next, until the commute itself becomes hollow and the players go through the motions.

There we have it. We've developed comprehensive vocabulary to discuss various aspects of tabletop gameplay and storytelling. Every word here existed prior to my inclusion of it in this post; all of it can be looked up and further explored with exactly the meaning I have given it here, so that if the reader wishes to further pursue intelligibility, meaning, affordance, risk exposure or whatever, there won't be any problem doing so. Of course, there's a lot to remember. This is a complicated game, and it needs people ready to dive into a complicated vocabulary.

Monday, November 7, 2022

Locution

It's essential that we understand how to use language to describe the game world in a manner that draws in the players.  Throughout the game, DMs are asked to give details about places, events, motion and the consequence of actions that have taken place.  Wherever the party goes, whatever happens there, or has happened in the past, and how the players' actions affect the future, is received positively because we've couched those things in rich, interactive language that captures the player's imagination.

Our limitation begins with understanding language in terms of it's rigid structure, because that's how we've been taught language.  The teacher begins by writing a sentence on the board and then strictly describing what is a subject, a verb, and an object ... stale terms with which we have no attachment.  We're given too much information about what the words do as part of a sentence than how specific words affect our thinking and comprehension.  Words themselves can be taken apart thematically as well as etymologically.  I'll take some time to discuss how, while addressing questions about how to manage the game's wilderness without depending on dividing the setting into hexes like a dungeon is divided into room.  For this, we'll keep to little words.

Prepositions are words that govern nouns and pronouns, expressing relationships related to place, time, movement and manner.  For example, the preposition "through" describes the motion of a person or thing as it passes from one side to the other of an opening, channel or location.  We move through a crowd or through a forest.  The word suggests a confrontational element, in the sense that to move through requires threading our way through obstructions.  For example, I might tell the players they are moving through the brush.  This is different from the word between, that more often suggests rigid boundaries with a definite opening.  We say that we move between the posts; we don't say we move through them.  The latter feels less clear than the former, if passing through the channel created by the posts is the meaning.  Through suggests we butt up against the posts as we try to move through them.

So, for example, if I tell the party they're moving through the city streets, habitually we create a crowd that the party encounters.  The sense is different than my saying the party moves across the city.  Through has a 3-dimensional element, whereas across flattens the environment through which we're moving.  We say through a forest, not across a forest.  At the same time, we move across a meadow and not through it.  A forest is three dimensional.  A meadow is flat.  If the grass is high enough, we say we move through it; but if the grass is short, we say we move across it.

Thus, by choosing to say the players are moving through a city, we give the streets three dimensions; if say across, we demote the city to how it appears on a map: two-dimensional.  But there's no definite right or wrong here.  Telling the players they have to cross the river acknowledges their wish to remain upon the river's flat surface.  Through a river is very different; it means the players will get wet.  Over or above the river is better for them, as they can avoid the water altogether; thus we give the players a bridge and stress it's overness when the players are told to look down at the roiling, flooding waters they've avoided.  Under the river suggests we're going through the rock and silt, completely under the river's course; so we say underwater, which means the players will get entirely wet.

These are very common words, used every day ... but the manner in which they're used and stressed during game play matters.  The players must envision what happens, so we are specific about words that have exact meanings for this effect or that.

For example, getting involved is implied by moving into or toward something.  In the question, "Do you move toward the door," it's the positional word that affects, as the player grows more cautious as they approach more nearly to dangerous things.  Into the dungeon equates with in trouble, or trapped.  Out of conveys the opposite.

We can move through the streets, but we can also say that the party moves into the streets.  Through implies direction; into here implies that we're wandering, without going specifically anywhere; that there is some kind of confusion.  If we say to the party, "You move into the city," this calls for the players to suggest a specific direction, while suggesting the city is a sort of maze.  Because there's only so much into that's ever available for movement, since sooner or later we'll reach the center or the bottom, the word itself has claustrophobic overtones.

Out of suggests the opposite.  We free ourselves by getting out of things.  But out also has a sense of coming to a rest at some point, since once we're out of the city, we can stop.  On the other hand, away from suggests an ongoing process.  We just keep moving away.

This should be enough to get across some of the sense I mean when choosing a word.  English has something like 175 prepositions, all of which can be used in some manner to define the player's movements or placement in the game world.  Prepositions relating to time include before, after, until, during and since, all of which can be stressed when characters take some action, or want to.  "Until you get the door open, you're stuck."  "Before the monsters attack, there's an air-shattering shriek that everyone hears."  "After the last squid dies, the ink-filled water begins to clear."  

Prepositions relating to manner or phrase, or context, include contrary to, except, like, instead and including.  These are words we'll use to remind the players of something they've forgotten, or ought to think about, or is suggested by something they've decided and so on.  When giving advice to players, if you're not used to expressing your mind, it helps to clarify our thinking in terms of what concerns there are, or what bars the player's intent, or what acts in the players' favour.  "Instead of that, what might work better?"  "Including these things you've discussed, is there anything else?"  "That might work, except for this detail you've forgotten."

As I said, we use these words all the time without a thought.  But thinking about the words gives clues as to what we ought to be addressing as a DM ... or what things we might want to include in the game world spatially.  Players stand above a valley, a descending slope, a cliff, a river bank, or sights that can be seen in the distance.  The pathway meets a wall or an outcropping, moves along it, or around it ... likewise, that same route might confront heavy vegetation, and outpost, a hostile or ruined village, an enormous hole, a lake or a pond, a river, etcetera.  We move nearer to things in the distance, or away from other things.  We move between the rocks, the canyon walls or the fields.  We're beneath the hilltop, the cliff, the forest canopy, the flying birds, the overhang, the waterfall.  We go up or down the hillside, the valley, the rough-cut stairs.

What can the reader imagine that the party moves over, or up against, or upon?  What is the landscape without?  What's hidden behind a thing, or beneath it, or among these features?  Create something for the players to find.  They won't notice that you keep saying up, up, up, as you urge them up the valley, up the stream gulley, up the outcropping, up the scree slope, up between the cliff faces, up and across the glacier, up into the gap between the mountain peaks ... they'll merely understand that the theme of what's going on, especially as the scenes are peppered with opportunities to slip, slide, tear a boot heel, match wits with a mountain goat, find tracks of some kind and get doused with freezing rain by a flash storm ... and all the while catch glimpses of something unlikely just beyond sight or reach.

The words themselves are only a crutch ... but an important one.  The collection of moments and scenes that we've accumulated through our lives must be collated and managed so they can be used to enable us to create things at will.  Imagination is no more than an immense database located in our minds, enabling us to produce sounds and images from the immense noggin source book we've stuffed full.  Language is the program that opens the cabinets and drawers, with the things you're looking for, when put on the spot to "come up with something" when the players reach the summit.  Language isn't an obstacle ... it's a process.  

Thursday, November 3, 2022

Language

Language is an expressive system that relies on verbal and non-verbal codes to transfer information.  It's a set of tools that enables us to relay information ... albeit imperfectly.  D&D is a game constructed of language.  We can create other mediums, like maps, figures, models and diagrams, but functionally, it's the mastery of language that determines the effectiveness of a dungeon master.  The game requires that multiple persons be able to relay, parse, reconstruct and plan around a tremendous quantity of details that are transmitted by all the participants.  This means that the DM must no only be a great speaker, able to deliver a strong, comprehensible message, but must also be a fluid and flexible listener, able to interpret phrases accurately given often by players who may have poor language skills. 

The "message" is distinct from language the way that music is distinct from an instrument.  Thus, the goal is first for us to understand how the instrument works: what it does, why we need it and most importantly, how to create with it.

That is a vast subject matter, worthy of it's own book specifically prescriptive to D&D.  We're going to touch on the highlights ... and even that's going to take awhile.  Our goal for the present is to awaken the reader's appreciation of language; like the air, something we think very little about, yet is absolutely necessary.  

Entering into D&D, we're quickly overwhelmed with a mountain of phrases and new words.  There are scores of special colloquial phrases that apply to D&D as a discipline, such as "roll to hit" or "make save."  There are hundreds upon hundreds of monsters, spells, abilities and the like, each of which require that we dredge their meaning up from memory on the spur of the moment, because not doing so greatly constrains the grace and elegance of play.  Common words like "combat," "experience" or "intelligence" have much more precise meanings than they would in some other context.  Less familiar words, like "psionics," "cantrip" or "ultravision," may never occur in any context except with D&D, including television shows obviously plundering D&D for concepts.

Once the basic terms are grasped and committed to memory, there follows an increasingly diverse set of circumstances surrounding the adventures themselves asking the players and DM to commit to memory more terms, describing characters, historical figures, place-names, mythical objects, parts of things, along with whole lists of equipment and how it works in play.  Should the characters undertake shipboard adventures, sieges, the pursuit of industry, even farming, there comes even more things to know, at least as much as an amateur, as discussions of ship mechanics, tactics, the commission of trade and seasonal cycles all become part of game play.  There is no literal end to this proliferation, as all human knowledge can be co-opted into the game, at any time, by any participant, merely by stating they'd like their character to get interested in that thing.

As complexity balloons, so does stress as the players and DM struggle to manage the data along with the intermingling of opinions and intentions displayed by persons of disparate natures.  Every word grows in weight, so that showing respect, giving demonstration that we're listening, managing our body language so as not to intimidate, forcing ourselves to ask questions, expressing ourselves in an open-minded manner and giving strong and useful feedback all become critical skills ... or else, we have chaos.  As a DM, I can use my pulpit to bully players, shut down free dialogue, enforce my expectations and end disputes through my nominal authority ... but I guarantee that my only players will be weak, deprived toadies so starved for D&D that they'll trade their dignity for the privilege of a faux-campaign.  If I want the best players, then I must live up to the standard that good players set: the expectation of being able to force their will on the game setting, without my meddling.  That requires an ability to express myself clearly, decently, honorably, thoroughly and magnetically.  A very tall order.

Accomplishing this cannot be managed by having a "DM's cloak" in one's closet that's afterwards shed when everyday life begins.  We have to practice these language skills with constancy, until they become second-nature in all our activities.  It's from this meshing of D&D into other parts of life that a DM discovers the many skills in managing and attending to other persons contributes vocationally across the spectrum of our activities.  If I rise to speak at a political gathering, the voice I have, the words I choose, the manner of my stance, my habit of looking at every person in the room as I speak, all come from thousands of hours playing D&D.  Likewise, as a cook for 15 years, I learned to handle dozens of orders at a time, interweaving my movements around the rapid steps of other cooks, calling back to show I'd heard what I was told — while making jokes and laughing amidst the panic of stress.  Those habits transformed my dungeon mastering, empowering my attention so as to manage question after question without relent.  Every occupation I've undertaken, from publishing to theatre, from sales to landscaping, from furniture moving to database management, has contributed it's important part to my language and interpersonal skills.  I am a DM no matter what I'm doing at any given time.

The key element of dungeon mastering is teaching.  All that I've just described above is there to be learned by all the players and the DM too ... but the DM has the extra assignment of encouraging the players to immerse themselves into the subject material as much as the DM has.   This means grappling with the player's subjective assessment of why he or she plays at all, evaluating the strengths that has for our game, the liabilities it creates, and then wading in to address how the player's perspective has to be re-grounded in terms of the group activity the game represents.  Those strengths have to be cultivated, just as those liabilities must be wrestled with and brought to heel ... generally by explaining as often as necessary why a given player's subjective perception is inimical to the general play of all present.  Relationships must be objective ... our immediate wants and expectations have to be trained to respect other people's wants and expectations.  This means sometimes, we must teach ourselves not to want something we want very badly, in the present, consigning the acquisition of that want to the future.

Finding the path that leads to that Shambala in other people's heads is very nearly impossible.  People are stubborn and distrustful.  Their trust must be earned; they must be made to believe that there will be a future, and that we as DMs are duty-bound to make that future happen, in exchange for their foregoing their present.  Promises as a DM are contracts; thus one learns not to talk lightly, which lends a remarkable weight to everything that's said through the game.  If I need Jim to let Jane get her way today, then I'd better damn well plan for the day that Jane'll have to wait while Jim gets his turn.  That means managing both Jim and Jane in a positive, absolutely sincere manner.  That means letting Jim or Jane shout full in my face when I've said something that plainly mis-states my position ... and making it up to them, as I should.  It means not getting my way, while ensuring that others — all the others at my table — get theirs.

All this offers room for the nitty-gritty of language mechanics: the use of grammar, syntax, vocabulary, control of one's pronunciation, the use of words to evoke images, the "priming" of players so as to make them respond and think in predictable ways, and of course the vast, bottomless well of semiotics.  I've spent time on this blog discussing at length subjects like meaning-making, semantics, pragmatic meaning and existential learning.  Each of these possesses the capacity to deepen a DM's understanding of D&D's description-response dynamics.

What we don't know about the way we ourselves think is our greatest liability ... and we must wrestle with ourselves to overcome our habitual approaches to "how" we think D&D is played or "what" we're either capable of doing, or willing to do.  No manner of approaching the game is sacrosanct.  I believe there IS only one correct way of playing D&D.  I have no expectations that I'll ever fully learn what that is.

Thursday, April 19, 2018

Pedantry

Here’s what I don’t understand. 90% of the world does not pronounce “Canada” the way that I do, a resident of Canada. And we’re fine with that. Why exactly should I alter the fifty year Canadian habit of pronouncing “Kuh-TAR” because that isn’t the way that people of Qatar pronounce it? I don’t pronounce “Russia” the way that Russians pronounce the name of their country. I don’t pronounce “Germany” the way that Germans pronounce the name of their country. And the same goes for France, Spain, China and most of the world.

So in reality, this is all just pedantic crap. Which, incidentally, Fowler’s Modern English Usage dictionary also argues.

Every couple of years, some group of pedants decide among themselves, usually because they've spent years serving in the foreign service of a foreign country, where their job is to suck up to foreigners, that we all have to change the way we pronounce some country, fruit, locally worshipped god or other such thing, out of "respect" for people who really don't give a damn themselves how we pronounce whatever, in our tongue.

Start with this.  Japan has no letter "J" ... tell me the movement that is ongoing right now telling us to correct the pronunciation of that country.

Drives me crazy.

I will leave you this excellent point by the immortal Stephen Fry.