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Naming things is really important... and difficult

Posted:
Tue Feb 16, 2016 3:25 am
by Rob Lang
Re: Naming things is really important... and difficult

Posted:
Fri Feb 19, 2016 10:14 am
by Onix
I think I usually drop a game immediately if it reads like that. (like d&d, I have no idea what drow are)
Although I might just play a game that has 34 words for "dead Englishman", no offense Rob.
Re: Naming things is really important... and difficult

Posted:
Fri Feb 19, 2016 3:21 pm
by Rob Lang
Oh here we go. "I'm so Scottish because my great, great, great, great, great whatever was Scottish". The other 127 great-greats- were English but because of a war over tea (how British can you get?) we now hate the English. And we saw Braveheart, so that makes us even more Scottish, even if it was played by an Australian.
Well, 2/4 of my grandparents were Scottish, one was Welsh and one Cornish so I'm about as Celt as you get.
INDEPENDENCE FOR CELTS AGAINST THIS SAXO-NORMAN TYPES!
Re: Naming things is really important... and difficult

Posted:
Fri Feb 19, 2016 3:41 pm
by Onix
Naw, nothing like that, I just think it'd be amusing. I think that should be our next 24hr competition, "34 words for a dead Englishman." Interpret that title as you will to make the game.
Keaton - "Tricking an Englishman into doing work for you and then bumping him off when he's no longer useful."
See? What fun!

Re: Naming things is really important... and difficult

Posted:
Mon Feb 22, 2016 4:24 am
by Rob Lang
I think we can make that work. We could build a list of topics that are based in stereotypes of Englishmen. A good way to generate that list is to ask a bunch of them, perhaps on ukroleplayers.com.

Re: Naming things is really important... and difficult

Posted:
Mon Feb 22, 2016 2:08 pm
by Onix
More charitably, (and less beating up on Rob) "34 words for" could be a good start point. Basically coming up with a setting that needs a lot of words for one thing and some mechanic to back it up.
Re: Naming things is really important... and difficult

Posted:
Mon Feb 22, 2016 2:46 pm
by kylesgames
Another strategy you could do is to come up with reader language and setting language terms for things, and use the reader ones for clarity 99% of the time, letting you splash into the flavor when you need to. Cryptic prophecy? Sprinkle in the in-universe terms and explain as a way to add mystique, but otherwise just do the English (or whatever language your game uses) variant.