Thursday, 24 October 2024
THE SELV
Sunday, 25 August 2024
The Ape, race-as-class
And lo! From the ancient depths of misty primeval jungles and the murky, antediluvian, ruined worlds beneath our own, there emerged the Ape! Hirsute, thick-thewed and sullen-eyed, to humble mankind as it did in ancient days and shall again - now, to tread the jeweled thrones of the earth under its grasping, prehensile paws.
Thursday, 1 August 2024
Words! Linguistics, Etymology and Onomatology - Blog Carnival Roundup
Throughout the entire RPG blogosphere in July 2024 this mysterious incantation was muttered, chanted, ululated unerringly and with great enrapt fervour: "Words! Linguistics, Etymology and Onomatology!" Below is an individualized account of those poor fellows who succame to the call and whose incredible verve and creative curiosity allowed them to create some pretty cool blogposts.
Once again my time hosting the Carnival has been rather rewarding. This month there was a total of thirteen entries which is pretty good. Find details about signing up here. Also check out the August 2024 Carnival 'It Came from Beyond Time'. Now, on with the roundup. Below is my roundup of all the entries received and a couple of entries I received late for my previous time hosting the Carnival; Anthropology and Archaeology. I'll do so through little micro-blurbs and sharing a thought or two on each post. As for the etiquette of reading this roundup, take your time - there are a lot of blogposts to read, leave some comments on the author's blog, consider a follow, it's always appreciated - the Carnival is foremost about building blogger camaraderie after all.
Game Design Pattern: Concept Crafting by Maxcan7:
- I've long been intrigued by Maxcan's use of Concept Crafting for Mechs. One thinks of the components and armaments of giant robots to be these mechanical things rooted in technobabble, but when concept crafting is used for machines like Mecha, it gives them a quite surreal and dreamlike quality - which is wild and cool.
- Check out Maxcan's post and deep dive some of those links. See if Concept Crafting tugs your creative strings, it might have given me an idea for a madlib-esque cooking minigame.
- Throne of Salt reflects on using the cipher of the Navajo code talkers as a particularly successful puzzle in a campaign of theirs as well as discussing its implementation, potential improvements, and suitability for games set in real-world-inspired settings.
RPG Linguistics by Benign Brown Beast
AND Saying Magic Words
- In this post (which is a good companion to the RPG Linguistics post above) we explore the potential of integrating language with magic in D&D. Could certain spells grant the ability to speak specific languages?
"Planars got a lot of words for 'ethereal'" by Xaosseed
- This headying post pairs quite well with the above writing of Benign Brown Beast. It deals with Xaoseed's own feeling towards using languages in games that align somewhat with my own; "that names, words, places and the like are the outputs of generic fantasyland slush and not actually backed by anything meaningful and thus not worth digging deeply into". But what to do about this? Perhaps a setting's language could be influenced by extraplanar connections, inhuman perceptions or cultural contact?
- Xaoseed highlights how the presence of long-lived species, such as elves, dragons, and giants, in a fantasy setting can influence the stability of languages over time and how this might affect your world building.
The Onomasticon Quernorum by Beneath Foreign Planets
- A post in which I give some obvious and meandering tips that I did or did not follow when coming up with the names for the Onomasticon.
On Names by Empedocles the Wizard
- Empedocles presents some very good and clear advice on the topic of writing and generating fantasy Names. The post is practical, useful and festooned with interesting links. I particularly liked Kate Monk’s Onomastikon which was valuable to me when creating my own Onomasticon (it has a great URL too). In fact, this post is so good I edited my own post down and referred to this one instead.
Languages of the Sea of Stars by Sean H
Wednesday, 24 July 2024
The Onomasticon Quernorum
Or; On the Names of the Quernfolk
Above is the Onomasticon Quernorum; On the Names of the Quernfolk. Contained within are over 900 names and they are presented without any expository information.
Recently, I have had names on the brain. In my post morpheme+word+epithet, (which has proved quite popular) I shared the eponymous formula for making an interesting name. This specific method works well for individuals but what if I need a great many names to build out a specific culture?
I have previously written how understanding of the cultures of your setting can be impressed on, and implied to, players via the personal trinkets and pocket loot of NPCs that belong to those cultures. I used my personal setting of The Querns to explore this idea and did some implied world-building by detailing several cultures in this way. In this post, I have given names to the owners of those pockets. With the names themselves and the contents of their pockets, the reader should have a good feeling for these cultures already. Implication builds interesting settings that engage the imagination.
In the Onomasticon Quernorum I have given names to six, mostly distinct, cultures. In addition to this list I had a whole spiel written explaining my thought processes and inspiration for each of the culture's naming styles. I cut it all down and it still wasn't 'working' so I have slung it in a doc you can find here. I also recommend this post by Empedocles the Wizard of Elemental Reductions for some more lucid and interesting commentary on their naming process.
But, what do you do? What are your thoughts on creating names for RPG characters? Please let me know in the comments as I really enjoy this stuff.
This post was written for Words! Linguistics, Etymology and Onomatology for July's RPG Blog Carnival.
Sunday, 30 June 2024
'WORDS! Etymology, Onomatology and Linguistics' - A Blog Carnival Call-to-Arms!
Canto II, Tom Phillips, 1981 |
This July I will be stepping-in to host the RPG Blog Carnival. The premise is simple: create a piece of RPG content in-keeping with the month's theme by July 31st, 2024, link to it in the comments below, and at the end of the month I'll curate a spotlight post, linking to your site and writing about your content. Last year, I hosted the Carnival with the theme 'Anthropology and Archaeology' and it was rather successful, I'm hoping my second attempt will equal or surpass it. So, as July's host, I have chosen the theme 'WORDS! - Etymology, Onomatology & Linguistics'. Let's refresh our definitions via Merriam-Webster before getting to some prompts:
Language families by Bosman Bos of the Border Baronies |
- What makes for a good RPG toponym? A good place name? Have you thought etymologically about place names? What are the toponym's origins and how did the name shift and change over time? Are the best place names in roleplaying, clear and evocative, are they more fantastic with a weird verisimilitude or somewhere in between? Where do you fall on the spectrum of place names? Are your towns more 'White River' or 'Lililingburlingan of the Sacroline Spire'? and why?
- Similarly, how do you name geographic features? What are the natural wonders of your world called? What about other planets, stars or fantastic celestial bodies? Is there a generator you could make for such names?
- What of your setting's nations, communities or collectives? What are their names (endochoronyms)? Why? And what are the (formal and informal) demonyms of their inhabitants? What are their exonyms?
- How could you impart a sense of a particular culture via their personal names and naming conventions? A certain vibe is easy to achieve when creating names for a familiar culture with a familiar language (such as with hobbits) but can become trickier when dealing with deliberately foreign cultures.
- Do you have a list of spare names for NPCs? What is your thinking behind the names? Are the names naturalistic, cultural, gonzo, aptronymic or charactonymic? Is your knight called Sir Spear, Sir Chivalrous, Sir Bob, Sir Fuck-Vampires Flyingburger or Sir Eldo Serindal?
- Who are some of the mononyms of your world? People so famous, so iconic and with such a unique moniker, that they are known by a single name, such as Plato, Napoleon, Hitler, Jesus.
- Likewise, what about eponyms? Are certain places, spells, monsters, animals, plants or peoples named after an individual?
- What is the autoethnonym of orcs or any other 'monstrous' folk in your setting and what does that word mean?
- What makes for good monster names? Which is the better name, Hideous Ropey Snatcher Beast or Spitzlgangler? Or will the players just call it a grabby guy?
- If your game features political groups what are their politonyms and what are their origins?
- What can you do if you know a demon's true name, or anyone's true name for that matter?
- Make a zoonym generator for your setting focusing on the taxonomic name of the beast and from that extrapolating its stats and characteristics.
- Chrononyms are the names of historic periods, what are the names of the historic periods in your setting and why do they have that name?
- Epithets are great.
- How could your players gain epithets? Would there be special rules around gaining an epithet?
- Old school DnD classes gained a title each level, could you rewrite these titles to better reflect your game world or cultures within your game world?
- Dare you descend into the conlang rabbit hole? Do you dare become the DM who says to their patient players; "no, no, no it's pronounced 'bhänüt' not banût"
- Would you like to try designing your own alphabet or syllabry?
- Toki Pona is an art project micro-language, it has 137 words, so it's not unimaginable that one could create their own micro-language in a month. Perhaps, to name just a few possibilities, your own thieves cant, druidic language, hermitic whisper-speech, arcane tongue or hyperborean slave creole. Additionally, how would you use your new language in game?
- Can you provide an outline of the evolution of the different language groups in your setting? Such as how many modern languages spread from Proto-Indo-European?
- Does your setting have unique slang or phrases?
- Have historic events in your setting shaped or influenced the language and sayings of its inhabitants?
- Tell us about your setting's Lingua Franca and how it developed.
- What are considered slurs, pejoratives, swear or taboo words in your setting? What is the consequence for saying them?
- The Sapir-Whorf Hypothesis suggests that language influences perception and thought. This can have some interesting implications for fictional settings that might want to push the idea. How does the Sapir-Whorf Hypothesis interact with fantasy languages such as Elven or Black Speech and in turn how does speaking those languages affect a person?
- The Himba people's perception of colour is supposedly influenced by their language. In a fantasy or science fiction world, we can push this notion much further: for example, what if a society's language has many words for magic?
- What of non-human linguistics? How do non-human species in your setting communicate? What are the linguistic quirks and unique language structures of those species?
- Let's not neglect science-fiction. What future words, personal names and slang have developed in your future world?
- What are your thoughts on the language of RPGs on a meta, player facing level? What makes good vocabulary for the mechanics, rules and processes of a game? How do your players use language? How did they name the things they encounter?
- How should rules for learning new languages work?
- What happens if a character is not fluent in a language or only knows a few words?
- What happens if you read aloud an unknown eldritch language rule such as Aklo or an extract from the Necronomicon?
- Speaking of Aklo, could words themselves present a material threat? Sentient languages, memetic viruses, weaponized language and how would you rule those concepts in-game?
- Do have have particular favorite names that your players have named their characters?
- When world building, how do decide what deserves unique onymony? Does it benefit or confuse players whether their characters hear the peel of larks or of Velvety Spi spis? Or whether the tavern serves salted peanuts or salted jingandra seeds?
Saturday, 7 October 2023
Archaeology and Anthropology - Blog Carnival Roundup
Saturday, 30 September 2023
'Loot the Body' Tables as Cultural Worldbuilding
A High Wennish woodcut depicting an Ald among Old Wenfolk |
A looted item is a question.
"What is this for? Why did this person have this? How did they acquire it?"
Players will naturally think these questions upon discovering an item. So, items are an effective tool in getting your players to naturally engage with a world and formulate their own opinions and theories about it. This is always preferred to walls of text, exposition or nondiegetic DM authorial asides. Because of this I have created some lists for what can be found in the pockets of four different cultures of people that can be found in a region of the otherwise unnamed; Beneath Foreign Planets setting called The Querns. The theory is this; by creating thought-out, culturally specific what's in my pocket? or 'I loot the body' tables, players will become more familiar with the material culture of each group of people and, to some extent, employ anthropological thinking about that culture. To enforce that feeling I won't be telling you anything about the cultures presented in the lists.
Books, pamphlets, letters and the like can provide local, regional or world rumours. Maps provide hooks. Cult paraphernalia can lead to dungeons and conspiracies.
The tables can be used as with a d6 and a d20 or with a d120 (which is done using a d12 and a d10) or by asking players to all separately roll a d20 and assigning each player to one of the sub-tables. This last method is the most useful when the party is doing mass looting. Roll as many d20s as corpses being looted and cycle through the tables, one after another, one die at a time. The tables are useful for staring items and pickpocketing also.
Sunday, 27 August 2023
Anthropology and Archaeology; A Blog Carnival Call-to-Arms!
Moulid el-Nabi |
- The scientific study of material remains (such as tools, pottery, jewelry, stone walls, and monuments) of past human life and activities.
'Anthropology and Archaeology' is a broad theme; effectively encapsulating the entirety of human experience. It is a perfect theme for world-building, easily links into whatever you are currently working on and most importantly, it might prompt you to think like a anthropologist or archaeologist - thinking about the 'why?' and the 'how?' and the 'what would that mean?' of your setting and everything in it. Doing so will take your thinking up a notch and will ultimately lead to a more engaging, considered and verisimilitudinous world (even with the most gonzo of settings).
Wilhelm Kuhnert |
Questions and Prompts:
Here are some potential topics to get you thinking before September begins:
- What might player-characters find it they just start digging?
- How academic are you feeling? Write a short ethnography of a people and their practices from your world.
- Could a character's starting equipment be culturally specific? Surely, different cultures in your setting have potentially very different equipment lists for your players to paw through?
- What archaeological periods exist in your setting and what sort of items would an archaeologist (or dungeoneer) find for each of those periods?
- Could culture result in character class differentiation? For example, how might a magic-user from the Fungal-Id culture differ to their counterpart from the Industrious and Munificent city of Hsan?
- Could you create mechanics that support or incentivize players to have their characters act according to their cultural or religious beliefs?
- Could you replace race-as-class with culture-as-class? If so what would those cultures be like?
- What adventure or adventure hooks might be given by an anthropologist or archaeologist in your world?
- 'The Archaeology of Magic' just sounds cool, right?
- Get meta and promulgate a variety of in-game worldviews and theories by writing a list and summaries of setting-specific anthropological books and treatises that your player-characters can find and read.
- There are a host of generators you could create - a ruin or archaeological dig-site generator, a broad-strokes culture generator, archaeological artifact generators, clothing, taboos, religious customs, food, ceremonies, rites or special days/events generators.
- Even in very small countries, one community's culture will differ from another's - what local or regional differences can be observed in a section of your world and why do/did those differences occur?
- Could you make a mini-game or mechanic for a cultural event, rite, festivity or ceremony to engage your players with?
- How do different cultures grapple with fantastic concepts such as the existence of cosmic Law, Chaos and Neutrality?
- Flesh out a culture from your game, there are so many different avenues to do this - etiquette and taboos, special days or events, clothing, food culture, religious beliefs and customs,
- Create cultural treasure or 'loot the body' tables (this is what I will be doing)
- Could a micro-setting be created around a particular social theory, so a purely functionalist, structuralist, materialist, marxist or even a social-evolutionist world?
- Furthermore, could you create mechanics that incentivize players acting in ways that conform with your chosen social theory?
- Acculturation is when cultures assimilate. Are there places in your world where two very different cultures have begun to fuse? What conflicts would result from this process and what might the new culture be like?
- How has a beast, fantastic species, divine intervention, curse or magical material affected the development of the people who live with it?
- What would Durkheim say about your dwarves? Franz Boas about your Bugbears?
- How would the culture of non-humans logically work? If you think about it, Elves would be very strange indeed. How do reciprocity and kinship work among aboleths?