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Topic: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease
Started by: raithe
Started on: 12/17/2005
Board: Indie Game Design


On 12/17/2005 at 2:04pm, raithe wrote:
[Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

"A man may take to drink because he feels himself a failure, then fail all
the more because he has taken to drink. It is rather the same thing that
is happening to the English language. Our thoughts are foolish because of
the slovenliness of our language; but the sloveliness of our language
makes it easier for us to have foolish thoughts. The point is that the
process is reversible."
- George Orwell

Hi,
I have spent the last three years not so much playing/running games but conducting/observing them.
This is all part of an ongoing experiment for my own game to find out what works, what does not, etc.
In the process of converting all the handwritten notes to a nicer database format I have run across a
recurring problem that I have yet to find a solution for. So I have come here to seek some assistance.

The Problem.
The issue at hand is the overuse of anacronyms in games. This is a problem because I have found that
anacronyms seem to be the quickest way of destroying setting, mood, and tension. What was once a
fearsome nemesis designed to strike fear into the hearts of characters has devolved to a mere grouping
of initials that serve only to reference a set of numbers. For example. White Wolf had created the Worm
and its servants to be a menace and source of fear the werewolves. They came up with the term "Black
Spiral Dancers" to denote the garou who had become tainted by the worm. A good name, evokes a
definite image and then gives the imagination something to run with. At the very least its more awe
inspiring than "BSD's". Roleplaying games (ahem, RPGs) are overrun with such examples.

The problem extends deeper than merely setting and mood however, This is one of the reasons for the
"geeky" stereotype that pushes so many away from gaming as well. The key word here is geek. Just like
computers, chemistry and all other things technical, the geeky aspect applies to all the parts which seem
utterly incomprehensible to outsiders. Speak in plain terms to someone about a computer and they have
a shot at understanding you. Rattle off an inscenant bunch capital letters at them in quick succession and
They will simply stare blankly at you. There is good reason for this. None of what you just said ACTUALLY
means anything. It REFERS to something else which means something. Hence, the confusion.

This seems to be a problem with society at large. We have become interested only in the quick fix, instant
gratification way of understanding. We do not want to know or think about the whole aspect of anything.
We do not wish to contemplate the deeper philisophical meanings of everything. Just the simple jist is
enough, thank you. Hopefully the fault in this sort of thinking is obvious. (Hence the quote at the top.)
I could rant about this for days so I am just going to stop here.

What I would like from you is suggestions for making a game which does not easily lend itself to the sort
of babble which appears in the title of this post. Is that even possible? All thoughts are welcome.
Jack



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On 12/17/2005 at 2:20pm, dindenver wrote:
Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Hi!
  Well, this is just my 2 cents, a trick to try is to use short names that don't need to be abbreviated.
  Also, the acronym phenomonon seems to be more preveleant in on-line games/forums and a LOT less so in live games. At least for me and my games. I can't remember the last time someone abbreviated something in my games, but maybe I am just lucky to have a good group.
  Ultimately, you might be making something out of nothing. There are plenty of acronyms that are evocative: Laser, IRS, EU. These are just examples of acronyms the evoke strong feelings or images in people. And the acronym craze has been going on since at least the 1800s, maybe earlier, look up the origien of OK to see my point.
  I admit that it is an honest concern, but in the grand scheme of things, it light be a small one in the overall list of barriers to overcome in RPG design...
  No change please,

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On 12/17/2005 at 5:02pm, WhiteRat wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

"Omit needless words."
- William Strunk

Acronyms arise because of a need for efficient communication. I disagree that this need corresponds to a societal plague of "instant gratification." It is instead the most natural tendency in the world to strive for the most value from the least work: that's how inventions like cars happen. Saying it's lazy to use acronyms is like saying it's lazy to drive.

Yes, sometimes it is in fact lazy to drive. Sometimes a brisk walk is more commendable than a trip through traffic just to travel two blocks. Similarly, sometimes it is lazy to use acronyms when more evocative language is required. But to say that therefore one must never use acronyms is bad reasoning. Often you just need to get your point across.

And no matter how evocative your terms -- even if you always speak or write them in full -- familiarity breeds contempt. The hundredth time you've read "Black Spiral Dancer," its original connotations are gone: it's just another proper name. "BSD" then serves just as well, only more efficiently.

How do you make a game that doesn't lend itself to acronyms? Like so: ensure all the terms in the game are one- or two-syllable words. Ensure that your terms take no more effort to speak than would an acronym. That means you can't put names like "Black Spiral Dancers" in your game, because "BSD" more efficiently means the same (less evocative though it may be). Notice how nobody abbreviates "Brujah" and "Ventrue," but they regularly foreshorten the ungainly four-syllable "Malkavian" to a more manageable "Malk." (I imagine you consider nicknames a problem too, yes?)

To discourage the use of acronyms in writing, your job is harder. Every game term must be a short, single word. Even a punchy little term like "Hit Points" gets abbreviated "HP" in writing: you're saving eight keystrokes. Once the term is abbreviated in writing, if the abbreviation is no more difficult to say than the original term, it will make the leap to speech.

Your challenge, therefore, is to find and use evocative monosyllabic language in an unrepetetive way. Good luck!

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On 12/17/2005 at 6:15pm, Bob the Fighter wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

I think that Black literature, particularly the work of authors like Alice Walker, Sapphire, and Toni Morrison, can offer some help. One of the most enduring elements of African-American fiction is writing things that not only look good on the page but sound good when read aloud. I think that many, many game designers use words and such that do *not* sound good at all out loud, but might look nice and evocative on paper.

I think it's important to make our terminology multi-sensory in this way for at least two reasons: one, we can get a lot more interested in our games if the language is smoother and more pleasing to the ear. Two, if it sounds more evocative and interesting to folks who don't usually play roleplaying games, it's more likely to get them hooked. I know that when I come across examples of "political play" for Vampire: the Masquerade, what I'm reading is a jumble of capitalized terms that look and sound really awkward. Seriously. I picked up a copy of Dark Ages: Fae recently (good Lord, those people love colons) and was not amused to see an event called The Battle of Silver and Iron. As I write that name on this page, it looks pretty awesome. But let me tell you, saying it aloud to myself just now makes me cringe a bit: it's just so... awkward and hoity-toity (a great-sounding phrase, if you ask me).

What makes matters a bit worse, I think, is that live games rely really heavily on the spoken word to get anything done. A friend of mine, a potential game-master for Fae, simply could not get over the term "Echo" and how much it bothered her. We ended up changing it to something like Allergy, even though that word didn't quite indicate the correct meaning the game was trying to convey.

I don't think that acronyms are the only problem facing diction and roleplaying design; I think that special terms with in-game significance should be chosen with the utmost care to ensure that the game sounds interesting, rather than complicated and self-important. I admit that this sort of feel can change, as my first thought about Polaris was "Good Lord! This guy took this game way too seriously!" Once I'd read the book all the way through, I was tripping on how cool it all sounded. My point is this: while it's fine to take a game seriously and insist that people take a bit of an emotional risk for the sake of getting "into" it, we have to give folks something they actually want to be interested in. High-falutin' Capitalized Words and 300 pages of setting history are *not* the way to do that.

Thanks!

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On 12/17/2005 at 7:02pm, Danny_K wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

A nitpick: a acronym is a word made from the first letters of a phrase.  Like LASER or MAFIA.  If you can't say it like a word, it's just an abbreviation.  In the words of George Carlin, "The KGB, the FBI, and the CIA are not acronyms; they're just assholes."

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On 12/17/2005 at 9:52pm, Joshua BishopRoby wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Raithe, I'm not going to open the Derridean can on you.  Consider yourself lucky.  Instead, a couple examples:

I actually find BSD to be more evocative than Black Spiral Dancers because of the word-association with BDSM.  But that's probably just me. :)  As for Danny's example, the Battle of Silver and Iron sounds fantastic -- as long as you say it slowly and with great portent, which is what I'm assuming is appropriate for the event.  It's just not nice and fast and convenient.

More pragmatically, if you want to avoid abbreviations, as has already been suggested, keep everything to one or two syllables and one word.  There are exceptions, of course (Jury-Rigging, for instance, being a cultural artifact, generally won't be abbreviated to 'JR').  Choose your terms carefully -- but if you haven't been doing this from the start, I really don't know what to tell you.

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On 12/17/2005 at 11:15pm, Sydney Freedberg wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Here's another little trick no one's mentioned:

Have several different names for everything.

Think of Tolkein:
Aragorn = Strider = Elessar
Numenoreans = Dunedain = Men of the West
Gandalf = Mithrandir = Gray Pilgrim
Sauron = The Enemy = The Dark Lord
Orc = goblin = yrch

(Apologies to true Tolkein-experts for my mangling some of these).

As Adam said, "the hundredth time you've read 'Black Spiral Dancer,' its original connotations are gone: it's just another proper name." But if your setting allows the same thing to have several names in different languages, contexts, degrees of formality, or levels of euphemism, then you can keep referring to the same thing in different ways -- not only does it prevent "familiarity breeds contempt," but if your variant names are well-chosen, each one will tell you something slightly different about the subject.

To borrow from a World of Dimness-like setting I once worked up, it tells you a lot if in different contexts the vampires are referred to as "snakes" (because they're cold-blooded creatures with fangs), as "serpents" (as "snake," but with Biblical overtones), "dicks" (because they, uh, penetrate and are none too nice about it), or "Dead White Men." And that variation is all in standard English, without me inventing entire languages the way Tolkein did.

N.B. Obviously this works for setting details and not for rules elements: a rules term needs to be named one thing and called that consistently to avoid confusion!

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On 12/18/2005 at 1:51am, neko ewen wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

I'll second (third/fourth/fifth?) the suggestion about having simple terms that don't lend themsleves to abbreviation. On the other hand when I think about it I can't think of many RPGs these days that actually use much in the way of acronyms/abbreviations in the rules. There's stuff like Hero System and Palladium (RKA, P.P.E., etc.), but most games seem to avoid this specifically for the above reasons -- RPGs use enough arcane terminology without them.

However, I think it's worth noting that by the time something has fan-acronyms (BSDs, not to mention DITV and TSOY) it's a sign that it's become fairly successful.

As to what Bob said, I've been thinking about this sort of thing lately; one of my other hobbies is writing fiction and poetry, but I have a really hard time putting the same level of craft into my RPG writing (and nonfiction in general, come to think of it).

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On 12/18/2005 at 5:51am, Bob the Fighter wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Something to consider is the way that real live human beings come up with names and nicknames for things. It makes a lot more sense for terms to change over time than for there to be this locked-in, forever-and-ever word for something.

Black Spiral Dances might alternately be called dark ones, fallen ones, howlers (cuz of the White Howler business...) or any number of other things. It makes sense that no one except the Dancers themselves would actually know the term, since what Garou would actually know the Dancers' practice of walking the wyrm-maze? I'm sure there are exceptions, but whatever.

I think that an idea my roommate and I devised could be cool: in-game nicknames for people, places, and things could follow the kenning model: the name you devise has some reference to a trait of the thing, and if it's particularly cool-sounding, you record it somewhere and keep it handy for future references. For instance, a very generous king might earn the nickname Old Gold Giver, and future stories with that same group could include references to that king via his little honorific the group devised. The same could work for insults and the like, or however you'd want to use it.

Yay language!

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On 12/18/2005 at 8:50am, raithe wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Excellent, thanks for so many constructive replies.

dindenver
True it is MUCH worse in online games. (hence my topic title) It is somewhat minor, but it began to seriously
bother me when I started running a lot of Cthulhu (old chaosium not d20) games. The first few games I ran
were very tense, people jumped out of their seats when someone knocked on the door. Then we cycled in
some new players. These individuals immediately began using anacronyms and abbreviations for the Mythos
creatures. I noticed the longer they did so, the harder it became to keep the mood going. That was my first
glimpse of the problem, further testing has seemed to yield similar results. I will be the first to admit this is
more of an issue for narrativist games, but that is my cup of tea. In some places the acronyms fit, I merely
wish to avoid,
a) anything that stops the player from being immersed and starts them thinking from a detached perspective.
b) anything which makes my game harder to understand to newcomers than it already would be.

Adam
The difference between laziness and effenciency is a fine line that's true. However consider this. You cite
the example of the invention of cars. Now it is true that cars have made the world an easier place to live.
However they have also robbed us of the true experience of travel. Drive across a mountain range, then try
hiking back across it; You will quickly see what I mean. I have no desire to set up a vivid world only to have
it quickly reduced to machine code of 1's and 0's. If I wanted that, I would be writing a new evercrack.
Shorter terms are an option, in some places the best option.

Bob
True I cannot recall ever having seen Brer Rabbit being called anything else. ;) White Wolf does go a bit
beyond into the realm of pretension. (just a wee) I cited them as they were the first example that come to
mind. I would most definately agree that the terms we use and how well they fit the setting, determines their
usefulness and lifespan. (both spoke and read)

Danny_K
Very true, Websters dictionary in fact raises this as a point in their definition of anacronym.
Yes heed the words of the master, Carlin speaks ultimate truth.

Joshua
"One may, in Derridean terms, play with these conflicting versions of "Derrida," but sooner or later, if one is writing about him, or teaching him, then one has to choose, since they are competing versions. It may be that to choose is to distort so protean an entity. If so, this is yet one more of the paradoxes attending this remarkable figure, who, disavowing mastery has become a Master, and who undermines his meanings in advancing them."

-- Bernard Bergonzi, Exploding English: Criticism, Theory, Culture
Hmm, Yes, venturing that direction would be... an long trip.
Choosing terms carefully is important I agree. The trick there would seem to be to leave the long pretensious
names for things that do not bear frequent repeating. (and yes there IS the whole BSDM side to the wyrm
but we should just leave that to the minds of us twisted folk. No need to scare the straights.)

Sydney
Now that is a fabulous suggestion. The use of multiple terms, each befitting to the mood and setting would
be a wonderful way to keep variety, and immersion. I will definately use that. Thanks.

Neko
True it is a sign of success, but also in some ways of a failing of design.

Bob
What you say goes well with Sydney's suggestion. I have no desire to "lock" a term per se. Merely keep
immersion as high as possible.

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On 12/18/2005 at 5:49pm, Sydney Freedberg wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

raithe wrote: These individuals immediately began using anacronyms and abbreviations for the Mythos creatures. I noticed the longer they did so, the harder it became to keep the mood going...


Heh. If the names in question are those of hideous extradimensional mindsucking nasties, one way to avoid overly casual use is to make sure that saying the name, even in abbreviated form, risks summoning the creature.

Conversely: Why should the players know the thing's name? Even the D&D manuals usually instruct you "don't say 'it's a bugbear,' describe it instead." And that's in a setting where lots of people have studied the monster books (in fact, I begged my parents for, and got, all the Monster Manuals years before I ever played a game of D&D). Even if you're using an established setting, you can invent new nasties to surprise your players, and part of that can be not giving them a name. Then watch the players try to refer to the Thing; they'll do the work of inventing alternative titles for you.

raithe wrote: I will be the first to admit this is more of an issue for narrativist games, but that is my cup of tea...I merely wish to avoid, a) anything that stops the player from being immersed and starts them thinking from a detached perspective.


Note that "playing narrativist," in Forge terminology, doesn't necessarily equate to "being immersed." A lot of hardcore Nar games, in fact, encourage you to step outside your character and think about them in"from a detached perspective," as if you were the author of their story -- which of course you are, with your fellow-players and the GM as your co-authors.

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On 12/18/2005 at 6:24pm, Sydney Freedberg wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

P.S. And I've just found a lovely Actual Play example of what stepping outside the character can get you, here.

Forge Reference Links:
Topic 18051

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On 12/19/2005 at 7:43am, raithe wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Sorry I should have clarified "detatched". I meant thinking of the game in terms numbers and stats. (Of course the
easiest way to do that is to not have them. ) That sort of play does not lend itself to good storytelling, because the
players are too concerned with effect than style. I like my games to have a cyberpunk flair if you will. Whether you
succeed is not important, just if you look good doing it.

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On 12/19/2005 at 2:35pm, Sydney Freedberg wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

raithe wrote: I meant thinking of the game in terms numbers and stats.....That sort of play does not lend itself to good storytelling...


Again, not necessarily. Dogs in the Vineyard is very good at giving you a moment where you look at your dice, look at your opponent's dice, and realize, "I can't possibly win the way this is going -- but I could get more dice by escalating to physical violence. Is this issue worth possibly killing someone over?" Likewise, Capes is very good at giving you a moment where you look at your dice and Debt invested, you look at your opponents' dice and Debt, and you think, "Maybe I could win this -- barely -- but if I lose, I'd get so many Story Tokens to use on other conflicts later. Is this issue so important I'm willing to weaken myself in future fights to win this one?" What the mechanics give you, in both of those cases, is to make the hard decision obvious and unavoidable in a way that narration alone usually can't.

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On 12/20/2005 at 1:59am, Noon wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

raithe wrote: This seems to be a problem with society at large. We have become interested only in the quick fix, instant
gratification way of understanding. We do not want to know or think about the whole aspect of anything.
We do not wish to contemplate the deeper philisophical meanings of everything. Just the simple jist is
enough, thank you. Hopefully the fault in this sort of thinking is obvious. (Hence the quote at the top.)
I could rant about this for days so I am just going to stop here.

I'm not diplomatic, so I'll say I find this dishonest.

I think that if I were to review a few actual plays from you I could identify what you choose to think about in it's entire aspect, and what you abbreviate down to the nearly nonsensical. The reason I say dishonest, is because I think you don't honestly want to explore every little thing to it's up most limits - you want to explore certain particular elements, but other people have boiled these elements down to mere acronym or less. Your treasure is their throw away acronym.

In terms of design, I think you need some mechanic that says "No, your boiling that idea down too much, when I want it to be kept at large in play (and here's a mechanical consequence of what I'm saying)"

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On 12/20/2005 at 9:52am, raithe wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Sydney
I will check those out as soon as possible. I would more than welcome a balance between the two styles. As a counterpoint, most of the gamers I have met would gladly backstab an in character friend for more dice on the next roll. Anytime it comes down to story or numbers, the numbers almost always win.

Callan
No need to be diplomatic. I am not the sort who is easily ruffled. I do not explore everything to the furthest reaches,
no. This is impossible. However I do believe in being thorough about anything I undertake or participate in. My point is
that society today is much more specialized than it once was. There is almost too much to absorb just in day to day
life. The resultant trend has been that people have ceased to be concerned about many things they would have only a
few decades ago. It was considered normal at that if one owned a car, one knew how to to basic repairs to it. The same was true for any technical item. There were certain responsibilities that went with owning it. Now most people
cannot change their own oil, maintenance their computers, and so forth. Moreover they have no desire to know. Myself
whenever I become involved in or with anything new I try my best to learn as much as possible about it. I can tell you
how to gut and rebuild all windows variants before XP. Is it because I like them? No. I do use them however and
therefore deem it necessary to learn a certain amount about them. Do I desire to know every aspect of each thing
I encounter in life, Yes. Is that possible, No. I merely do the best I can. I understand your thinking and in a way you
are correct. I am disturbed by the tossing out of proper speech as a whole. The more we streamline speech, the
more depth it loses. Danny mentioned the term LASER earlier. True it is easier to spit out than Light Amplification by Stimulated Emission of Radiation, but by the same token how many people do you think know that is what it means? In shortening it we have gained ease of speech but lost a ready access to understanding the logic behind it.
My viewpoint is one which is doomed to defeat, for humans nearly always take the path of least resistance. I realize this but I cannot help but feel we are losing something as a culture in the process.

I will happily post in the actual play forum as soon as I get this project finished enough to playtest. The outline, most
of the system, and the backstory are complete. All that remains is putting it into a coherent form for playtesting. I have decided to use a few of the suggestions in this thread and some ideas of my own for naming conventions. Hopefully they will combine to minimize the problem. I feel it does not merit much further thought as beyond that, it is futile. I only wanted to minimize the encouragement of what I have seen in my groups to be disruptive.

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On 12/20/2005 at 4:22pm, Sydney Freedberg wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

raithe wrote: most of the gamers I have met would gladly backstab an in character friend for more dice on the next roll. Anytime it comes down to story or numbers, the numbers almost always win.


Question: How do you determine who's an "in-character friend"? Several possibilities suggest themselves:
1) GM introduces NPC and says to player, "this NPC, s/he's from your old village back in the home country, you grew up together s/he's your friend." Player is afraid to argue with GM openly but quietly dislikes the NPC, and probably resents the GM imposing the NPC on him/her, and thus betrays/abandons this imposed "friend" at first opportunity.
2) Players get together either to start a new campaign or to replace dead/retired PCs. Everyone says, "these characters we've just made up, they're all friends, that's why they're adventuring together" -- but no one puts much effort into making a character the other players like, so while the fictional characters are friends, the real people playing don't care about each others' PCs nearly as much as they do about rewards like treasure or XPs; thus players have their characters backstab their "friends" for little cause.
3) Players are all balls-to-the-walls competitors and happy about it. They see their characters as tools for competition, not tools for storytelling, so screwing each other over is part of the fun.

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On 12/20/2005 at 7:16pm, Arpie wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Sydney wrote:

Conversely: Why should the players know the thing's name? Even the D&D manuals usually instruct you "don't say 'it's a bugbear,' describe it instead." And that's in a setting where lots of people have studied the monster books (in fact, I begged my parents for, and got, all the Monster Manuals years before I ever played a game of D&D). Even if you're using an established setting, you can invent new nasties to surprise your players, and part of that can be not giving them a name. Then watch the players try to refer to the Thing; they'll do the work of inventing alternative titles for you.


I think that UNKNOWN ARMIES does a great job with this, although it has a lexicon of terms, the flavor text often goes out of its way to suggest alternate terminology.

Unfortunately, since this is accomplished through casual re-naming of game elements, it rather makes the opposite point. Language is subsumed into the subculture of the game and "eyeball munchers" become much more terrifying because, even though you "own it" by naming it, the players have instilled their own sense of what's scary or dangerous or threatening or even interesting about the creature/magic spell/event/motif into the name.

So, yeah, avoiding standard terminology and letting players develop their own jargon works - but it isn't "good English." In fact, it's kinda double plus un-good English.

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On 12/21/2005 at 9:54am, raithe wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Sydney
The phrase was meant both symbolically and literally. I did have a particular instance in mind of player killing a fellow player's
character. However I was mostly trying to express that most gamers I know put little to no value whatsoever on a fictional life.
Hence "is the issue worth killing someone over" never crosses their minds. Sorry for not clarifying, This why I choose not to post
often in forums. It seems very hard to make myself understood. Please bear with me.

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On 12/21/2005 at 6:13pm, dunlaing wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Danny_K wrote:
A nitpick: a acronym is a word made from the first letters of a phrase.  Like LASER or MAFIA.

That's a myth. The term mafia in Italian means "boldness, bravado" and likely comes from Arabic mahya "aggressive boasting, bragging". There are a lot of terms that are reported as originating as acronyms that didn't originate that way at all. (e.g., For Unlawful Carnal Knowledge)

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On 12/21/2005 at 11:13pm, Ice Cream Emperor wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

raithe wrote: Rattle off an inscenant bunch capital letters at them in quick succession and
They will simply stare blankly at you. There is good reason for this. None of what you just said ACTUALLY
means anything. It REFERS to something else which means something. Hence, the confusion.


I think you're a little off here -- in fact, many people have argued convincingly that all language works as you describe acronyms working.

What you do seem to be talking about is jargon; i.e. specialized terms for things. They stare blankly not because of some weird removal from The Meaning, but because they have no idea what the words being used mean. They stare in the same way someone from the 18th century might stare if we started telling them about our 'car' -- does this mean that car is somehow removed from actual meaning? Acronyms are just shorthand for longer words -- they're new vocabulary. If some gamer started talking to a non-gamer about 'black spiral dancers' do you really think they would understand them anymore than if they started talking about 'BSDs'? Both usages are incomprehensible to someone who doesn't know what the words mean.

This seems to be a problem with society at large. We have become interested only in the quick fix, instant
gratification way of understanding. We do not want to know or think about the whole aspect of anything.
We do not wish to contemplate the deeper philisophical meanings of everything.


This is... okay, suffice to say I think you're totally out to lunch, and your argument here is founded on an extremely naive view of how language works, some of which I referred to above. I'm trying not to throw the book at you, so I'll just move on to the question at hand.

What I would like from you is suggestions for making a game which does not easily lend itself to the sort
of babble which appears in the title of this post. Is that even possible? All thoughts are welcome.


Absolutely. Just think about why people actually abbreviate/create acronyms, and then do your best to avoid terms that require that sort of treatment. As someone has probably already pointed out, people do not create acronyms because of some sort of philosophical shallowness -- they do it because it's faster to say, and faster to write, and because this efficiency outweighs any loss of meaning in most circumstances. For example, using RPGs instead of 'roleplaying games' on the Forge is not going to cause a breakdown of communication, or any major loss of connotation.

So in short, develop roleplaying games whose terms are very short, simple, and -- if you like -- use words that already exist in everyday speech. (The danger of this last one is that you then have to deal with the entire history of that word, as it exists for every player, including any positive or negative connotations the word may have for them that you cannot possibly predict. Still, this should be workable.) Consider that nobody (that I know) abbreviates 'Strength' when playing D&D, whereas Dexterity is consistently abbreviated to 'Dex' in speech. 'Wisdom' escapes this treatment, and so do 'hit points' in most cases. This suggests you want your terms to mostly be under two syllables, as a default.

Another option is to create terminology and jargon that is so evocative and fun to say that people will prefer to use the full term rather than abbreviate. I know that personally I would much rather say "The League of Extraordinary Gentlemen" -- ideally in an exclamatory, pompous British accent -- than refer to the "LEG".

--

But you should also consider that maybe these trends are harmless. It's true that people refer to Black Spiral Dancers as 'BSDs' -- it's not true, however, that shortening or abbreviating the term somehow renders it impotent. 'BSD' can become a phrase of terror in its own right, whether or not anybody knows what it refers do (in fact, moreso if nobody knows what it refers to.) It seems to me that you are confusing several problems: one, that there is a lot of jargon in RPGs, which makes them awkward to talk about with non-gamers or with gamers unfamiliar with the specific RPG; two, that people don't like deep thinkin'; three, that stripping the 'colour' from game terminology often makes it less... colourful. I don't think these issues are as intertwined as you imagine; they can each be addressed individually, once you determine which is the main problem you want to deal with.

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On 12/22/2005 at 12:15am, dindenver wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Hi!
  I agree with Daniel! That is an excellant analysis of the issue.
  And Rathe, don't feel like your attempt to reach out to these boards was pointless. But do feel like you started a heated discussion about game design and gamer culture. If you liked this conversation, think of RPG design issues that are just as engaging, and if you didn't, stick to more mundane game design topics. Ultimately, I don't think anyone here did not get what you were saying or felt that your points were not valid. They may not agree with you, but that is different isn't it?
  Please don't hesitate to use this forum for what it was designed for, discussing your game design. You will find that the people here are vocal and helpful.

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On 12/22/2005 at 2:08pm, Ron Edwards wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Hello,

It's time to moderate this thread.

Ice Cream Emperor, you are playing an internet/geek game which is called I know lots more about that. It isn't to be played here. If someone writes about X, and you happen to be knowledgeable about X, then do not lecture them about how wrong they are. If you look over your post, and see that you are not helping the other person, but rather demonstrating that they don't understand something that you do understand, then in Forge terms, your behavior is spamming. The right thing to do is to breathe heavily, not to post, and go do something else for a while.

Raithe, I'd like to clarify one of Callan's points. When he suggested posting in Actual Play, he wasn't talking only about playtesting your current game. Please post there about any of your role-playing experiences, whenever they might have been. This is probably the single most powerful way to generate insight and help for your current design.

This thread needs to return to its focus on the design of the game in question.

Best,
Ron

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On 12/23/2005 at 3:29am, Ice Cream Emperor wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Ron wrote: Ice Cream Emperor, you are playing an internet/geek game which is called I know lots more about that. It isn't to be played here.


Fair enough. That's why I tried to veer back on topic with some constructive suggestions about building acronym-proof games.

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On 12/23/2005 at 4:18am, Ron Edwards wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Hello Daniel,

Now you're playing another game, unfortunately. This one's called I shall chat with the moderator, because this thread is about me. I'm coming down a little harder than I typically do for new posters. In hopes of a nicer interaction between us (i.e. me not moderating), please consider yourself invited to start a new thread about your play experiences in Actual Play.

All further posts here need to be specifically about Heretic.

Best,
Ron

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On 12/25/2005 at 6:36am, Bill Masek wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Jack,

I see two places in games where acronyms are used.  I believe that it is important to differentiate these two places.

The first is mechanics.  If you game has Story Points then people will probably call it SP.  If you have a Heroic Intervention Barometer people will call it a Hib.

The other is more story related material.  If you world has Black Spiral Dancers, Souldrinkers or Knights of the Sacred Fur and Thorn you might have people call them BSDs, Dinks or FurThs respectively.

I do not believe that the first set of acronyms will be a problem in your game.  Like you said in your first post, your problem is one of immersion.  Using acronyms adds elements from outside of the game into the game world, effectively breaking immersion.  Stats, however, lie outside of the game world.  Referring to stats will have an effect on immersion.  The more time put into referring to stats and analysing them the less immerse your game will feel.  But by reducing the length or complexity of the stat's names you reduce the amount of time spent on them thus actually improving the immersion in your game.

The second set of acronyms is more problematic.  It is hard to be engaged by the great war between the BSDs and the FurThs.  Likewise, its hard to be scared of a Dink.  Use of acronyms for in game names can make the world feel less real, cheaper or hollow.  This can damage, or even destroy immersion.

An elaborate name or title can add mystery or grandeur if used occasionally.  Constant use, on the other hand, cheepens it.  Black Spiral Dancer looses its impact the hundredth time you hear it.  Its also unrealistic.  People simply don't talk like that.  They never have and never will.  By constantly referring to in game elements by their proper names you can cause just as much damage to your games immersion as if you use acronyms.

I recommend giving each named feature in your game world with name longer then two or three syllables its own nickname.  Perhaps the Knights of Sacred Fur and Thorn are simply called the Thorn.  The Black Spiral Dancers can be referred to as the Dancers.  Most of the time NPCs will refer to the feature by its nickname.  ("The Dancers shall strike against the Thorn at midnight.")  Use the full name as a tool to add emphasis or mystery.  ("The Knights of Sacred Fur and Thorn shall never yield!")  This way you can actually improve your game's immersion by making your dialog more realistic while retaining power an elaborate title can invoke.

Merry Christmas!

Best,
        Bill

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On 12/28/2005 at 12:16pm, raithe wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Bill,
Your post sums up the immersion side of the problem I seek to resolve nicely. I have indeed chosen to go with short names for mechanical terms and have multiple terms for the more "flowery" setting terms divided by region and so on.

Ice Cream Emperor
Quote
"one, that there is a lot of jargon in RPGs, which makes them awkward to talk about with non-gamers or with gamers unfamiliar with the specific RPG; two, that people don't like deep thinkin'; three, that stripping the 'colour' from game terminology often makes it less... colourful. I don't think these issues are as intertwined as you imagine; they can each be addressed individually, once you determine which is the main problem you want to deal with."

Ah, but with my groups; maybe not anyone else's; with mine they ARE related. If they use a lot of jargon, they stop thinking deeply about the game and go on autopilot; nothing but numbers. When that happens the game gets a lot less dramatic and creative. But every time I have thrown a new, light system at them that they can just play and focus on their characters; they start actually being in character again. As soon as they can break it down to the core system, it goes right back number crunching. That is what I want to avoid by making the system transparent.
By the way they do abbreviate str said (S T R), wis (wiz) , hp (H P) in writing and speech. One of them said int as (i'nit) some time ago which is one of the things that spurred all this on. He kept going off about init this and init that and I could not understand what his initiative had to do with it. It was two sessions later when I finally understood he meant intelligence. This is someone I have known for years, and I cannot understand him because he keeps making up words. That is a problem.

The Pool was perfect for all these problems but lacked enough gamey elements to really grab my group. I had pinned my hopes on Black Wing (which is what led me to the pool actually) as a nice balance but it never seemed to to go past the few scant posts I have longingly tucked away on my hard drive. So I started to rebuild my system along the same lines. Black Wing was my inspiration, I have written other systems before but they didn't have what it had. That open Pool feel with the that old white box flair. Black Wing was so similar to my old Heretic project in some ways. That was what caught my eye. I was using fudge dice where James had the red/black die. I had already decided the game was going to be focused around Fate which was a base target like Doom. Moreover James had captured that gritty Conan feel in his comics and game, which was my inspiration for Heretic's previous incarnation. (though in my game your dead, more on that some other time.) What Black Wing showed me though was how to trim the fat from system so to speak. How to let go of pre-conceived skills and other system elements. To let the system flow from the story, yet still have that old gaming feel. What I especially liked was how James had used such basic terms to define the system and how well they fit his genre. It seemed to mold the system into the setting, without being to wordy or archaic like vampire. That was one of the first things I saw I needed to change, and is one of the things I am still struggling with.

Hopefully that helps to clear up exactly what I am going for and why. Also it should give a better overview of the game idea.

In truth I had meant to let this topic lie after my last post as I felt I had gathered most of the information I needed and all points of view had been expressed. Dindenver's post however made me want to clarify a few small points first.
Foremost is that I do not in any way feel that my posting was in vain, quite the contrary I found exactly what I was looking for; and would like to thank everyone for their suggestions.
Secondly, I knew quite well that this could likely become a point of debate which had firmly drawn lines. I am alright with that, and was never offended (nor surprised) by anyone's disagreement with my viewpoint. That is the nature of a discussion where both sides feel strongly about what is being discussed.
Lastly, I realize that my comments about futility earlier may have been taken as being negative toward the forum. Not at all. Futility was in regards to one man changing the evolution of language. However loopy the papers in that evil psychatrickerist's office may say I am; I know when not to charge the red dragon with a dagger.

Just wanted to make sure there were no hard feelings.
Jack.

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On 12/29/2005 at 1:14am, Ethesis wrote:
RE: Re: [Heretic] Avoiding the OMGWTFBBQ!!?!?!?!!! disease

Bill wrote:

I recommend giving each named feature in your game world with name longer then two or three syllables its own nickname.  Perhaps the Knights of Sacred Fur and Thorn are simply called the Thorn.  The Black Spiral Dancers can be referred to as the Dancers.  Most of the time NPCs will refer to the feature by its nickname.  ("The Dancers shall strike against the Thorn at midnight.")  Use the full name as a tool to add emphasis or mystery.  ("The Knights of Sacred Fur and Thorn shall never yield!")  This way you can actually improve your game's immersion by making your dialog more realistic while retaining power an elaborate title can invoke.


That is the advice I would give.  What you want to do is channel and control the names, since you can't avoid them.

If you provide good short names, players won't find the ones you don't want, though some names are short enough to avoid that problem, and some names have an internal structure that interrupts it.  Or creates a similar name (e.g. Sahaguin).

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