Showing posts with label Orality. Show all posts
Showing posts with label Orality. Show all posts

Friday, 16 July 2021

The Bug Under Your Tongue

A brief idea about language in RPGs and how it does or doesn't work differently compared to IRL assumptions.


So we've all had the idea that a game world should, like the real world, contain many languages.

This is difficult to make work neatly in D&D. There are workarounds and an intelligent DM with smart, committed players can accomplish nearly anything, but in general it’s hard to maintain table discipline when one or more PCs don't understand a language being spoke while others do, and while the players and DM understand much more.

Add to that the sheer number of languages in anything like an "accurate" game world. You enter one mountain kingdom or micro-culture and then have an adventure, learn a bit, then enter another, and so on and so on. So the partly ends up depending on magic, hiring translators, using trade languages which are usually only known by narrow classes in those cultures etc etc.

Interesting and fun if you are into that stuff, frustrating and irritating if you are not.

Other ideas are based more around the way a game actually plays and then doing the old RPG trick of taking a game artefact and reading it back into the diegesis of the imagined world 




Idea One - Animal, Ancient, Monster & Magical languages

I don't think I am the first person to come up with this but;

Most of the "normal" people you speak to have the "common tongue", but there are other languages, these either belong to people "far away" (i.e. you need to level up a lot to get there and once you do you are essentially embedded in another culture, OR they belong to animals, monsters and magical stuff.

Idea being that its a lot less essential to be able to speak the languages of these things, i.e. it won't necessarily logjam the game if no-one in the party can do it, but it’s a nice, situationally-useful benefit that a character can have.

Monster Languages may be just like normal tongues - knowing one is like learning French. Depending on the tonality of game you want, speaking to animals, can be a magical or pseudo-magical skill. If you want to expand that to being able to talk to rocks or rivers or whatever, with a Le Guin-style idea that in this world everything has a language of some kind and if you meditate long enough or experience the right things, you can learn it.

The utility of this is easily controlled by having animals and rivers and rocks simply act like those things and continue with their own behaviours and values.

Magical Languages and ancient languages have already been covered well in D&D by many people.







Idea Two - The PCs as Natural Translators

If it’s hard to run a game where people in the world understand each other but the PCs generally don't, perhaps it would be easier to play one where the PCs and the Players, understand everything (or nearly everything) while people in the world do not.

If there were some diegetic in-game reason that the Player Characters could understand the languages of the people around them, even though those populations might not be able to understand each other - how would that play and what kind of game would it create.



POWER

The first two kinds of game that sprang to mind were firstly, that the Players would naturally take on a kind of peacemaker/diplomat/travelling problem solver role. Since they understood everyone and understood their problems and how they relate, they would do some JRPG shit and go around fixing problems and settling disputes.

Then I thought that I was being soft-headed and that the PCs would instead use this power over others to become even more effective murder-hoboes. The language thing gives them what any manipulative scumbag desires, the ability to easily leave a social matrix once they have completely fucked it up and to move onto somewhere new, with no way for their old doings to follow them.

Or they could use this power to extract resources from a variety of communities and build some kind of palace-fort at the point where territories intersect.

Well who knows, maybe that was the experiment the Mind-Flayers were running when they gave the PCs language powers.





DIEGETIC REASONS FOR PLAYERS AS TRANSLATORS 
PLUS WHY NO-ONE ELSE CAN LEARN LANGUAGES
A MOTHERFUCKING TABLE ITS BEEN A WHILE EY?

Reasons the PCs Can Speak Many Tongues

1. The classic RPG opener; you woke up in a laboratory, have no idea who you are or how you got there. The place is wrecked and you escape. No-other subjects got out. (Until much later when you find the super evil/super good prime version of you which did).

2. Got infected by a magic bug which now writhes under your tongues. Bug may have a long-term plan but who knows.

3. Raised by creepy experimenters who did the whole "raise a baby in darkness/a grey void" thing t see if there was a "natural language". Good(?) news! There is and you speak it. Alternative version is a bunch of magicians adopted a range of children and raised them only speaking in the Enochian language or the weird glyph language to see if something useful would happen.

4. Demon did it! As  group you exchanged your memories for language facilities. The Demon decided to have some fun during the summoning and 90% of the people there died. Left a bit of a mess. None of you are quite certain if you are one of the summoners or one of the intended sacrifices who escaped.

5. Magic.. I don't know.. Bird? Wait! You are all actually mynah birds, parrots and corvids polymorphed by either a Wizard or pre-existing spell/curse/prophecy situation you all blundered into. Never human so nothing that took language from them doesn't affect you, plus natural language skills now you are human. Char-Gen is based on bird species.

6. You have a Universal Translator. Maybe it’s a semi sci-fi orb that goes about your heads like a psionic stone, or an actual box you got from the bodies of a Star Trek escape team or an ethereal guardian angel you got after accessing a hidden crypt.



Reasons No-One Else Can (much)

1. Literal Tower-of-Babel incident. All the local towns and forts are built of its stones. Even a major range of hills is made of the wreckage.

2. Magical Disease/Curse. The Plague of Unknowing. It passed a generation ago but those who survived and gained resistance had to develop languages using new pathways in their minds, and all of these are different, so they can't be learnt as conceptually-similar structures like before. People have "tongues" or ways of speaking but no "languages" exist any more.

3. Ethnoterror leading to Orwellian annihilation of shared history leading to crazed enclaves who just don't like "them whatever they are's!" but don't really know why.

4. Ah Ha, it’s the (increasingly complex) DAWN OF MAN, everyone is various different descent lines and you are just the first group to have worked out even the concept of a shared language.

5. Dang old Ballardian dream-apocalypse lead to complete ontological breakdown, everyone going strange and Stanley coming home from tesco "looking awful queer". Reality has since healed and is now stable enough that leaving the house is not like taking ketamine.

6. It’s a Carcosa, or a Tekumel. All these "people" are either the residuum of old lab experiments, created specifically so they can't understand each other, or are aliens from different dimensions or something, so their brains are literally totally screwy compared to one another. But none of them really remember this exactly.



Saturday, 5 June 2021

What would Imperial Gothic sound like?

 How would Imperial Gothic actually sound if we could listen to it?





SLOWDOWN IN RATE OF CHANGE

Of course this will only be even slightly possible if we assume a massive slowdown in the rate of language drift.

Proto Indo-European is about 6,000 years ago. Fragments of core word sound remain, so if you are listening to those descended languages they do all sound different to something like Chinese or Khoekhoe.

But Imperial Gothic is, as they say on the front of the box, 40,000 years in the future, if language change continues at the same rate then any spoken tongue would be so different that even the wildest projections based upon what we do know now would be totally inaccurate.

English has perhaps slowed down in its shifting, the last 500 years at least would at least be generally comprehensible to each other. Some of this must be due to printing, and the expansion and integration of different populations - is it fair to argue that the rate of language change in human culture slows down a LOT over the next 40,000 years?



PRIMACY OF ENGLISH

I will also imagine that English, or more likely something that has some strong influence from English, remains important in human language.

One reason this might be the case is the way English is closely locked in to a lot of the scientific and technical language of the world. People speaking very non Indo-European languages seem to have an easier time learning English than the other way round and lots of scientists speak it or a version of it to communicate in.

Still I don't imagine the actual English language remaining.

I would argue that what might remain is a combination of phonemes; word sounds and voice-shapes, syntax, since the pattern of a language is much more resistant to change than its individual parts, and some scientific and technical terms, since those seem 'sticky', like legacy programmes locked into the structure of technology which, even when replaced, might generate symbols of themselves in the systems that consume them, like the 'recycle bin' in a drive an 'IP Address' or 'Boyles Law'.



THE DEVELOPMENT OF PROTO-TECH

I imagine a growth and massive mutation of English, absorbing words and concepts from all cultures, blurring together with them, over millennia, changing in its contents, and over tens of millennia, the 'technical terms' which provide the unchanging spine of the language of engineers and computer programmers, and whatever super-scientists exist in the future, forms and kind of backwards proliferation in which the meanings and potentialities of those terms are worked back into the everyday language of ordinary people. Like an engineering term describing a glitch or feedback becomes a common term for a mistake or returning and recycling error, until that term itself comes to mean 'mistake'.

So that’s a common lingua franca I imagine prevalent at the start of the dark age of technology.



THE AGE OF STRIFE

During the dark age of technology we can imagine a massive expansion of humanity, does this mean greater diversity of language or greater integration into unified tongues?

Well, it doesn't matter because 90% of the population die during the age of strife and 99% of the technical data and non-hardcopy digital records are either destroyed or turned into murder-memetics - or in the case of warp possession, literal bad dreams that eat you.

What remains, and specifically what remains on Earth, is probably a mass, very simplified, argot, based on Tech (but with maybe 5000 years of diversion plus fragments of holdover archived knowledge).
This would make things harder to predict but we have a handy assistant - the Emperor of Mankind and his big project, the Empire of Man.



THE EMPERORS GREAT CRUSADE (AGAINST ALTERNATIVE LANGUAGES)


CENTRALISED AND UNIFORM

The Emperor wants things CENTRALISED - he wants the entirety of humanity to be able to speak together (specifically to pay him taxes and so his crusades can be organised) so wherever he conquers (everywhere) he is going to enforce a single language of state. HANDY.


DELIBERATELY ARCHAIC

The Emperor fucking loves old empires and human history. He is one of few people who remembers them. So where possible he will probably, like with his buildings and his military, try to reintroduce a 'greatest hits' of Human historical language usage. Also handy for us.


A SEMI-ENGINEERED LANGUAGE

Though he probably started from and adapted from the basic argot of age of strife Terra he (being a massive autocrat) will certainly have taken steps to engineer Imperial Gothic in ways which reinforce the structure, uniformity and stability of the culture that uses it.


HIGH AND LOW

BUT - also like an autocrat, we know there is a 'High Gothic' (sometimes represented in books by Latin) and a 'Low Gothic - a demotic version of the language.

Nothing that surprising about that. In Rome the elite all spoke Greek, during the Renaissance most of the European elite spoke Latin, I think the Chinese had a version of this too. The idea of the Nobility speaking literally or effectively, a different language which the proles don't or rarely have access to, makes sense and for all we know, may make a society more stable.

It’s here that we re-integrate the descended Sino-Tibetan languages. They, or the word forms and sounds descended from them, never really went away. Can we suppose that people brought up in an Indo-European tongue find it harder to learn a Sino-Tibetan tongue than the other way round?

If the common tongue (Low Gothic) has a root in 'Tech' then it’s likely to be good at clearly and simply describing direct material things. Maybe it’s not a 'poetic' language, with a range of possible meanings to various things decided by circumstance and context, but quite a brutal "i will do this" "this thing will happen than that thing" kind of language.

So High Gothic, I imagine as drawing much more from the Sino-Tibetan and general South Asian word and sound pool, and, as a reaction to, and deliberate differentiation from, the practical and physically descriptive nature of Low Gothic, I imagine it being bestrewn with varied meanings and suggestive interpretations.

Mastering the varied possibilities is part of proving yourself as a noble, its not meant to be easy, its meant to be hard, and even within that to have layers so different versions of the aristocracy can do status games with each other.

I imagine High Gothic to have a lot of the Tonalities from Chinese and other Sino-Tibetan tongues which Low Gothic doesn’t have. You can produce very complex variations in meaning and suggestion by adding the layer of tones and they are very hard for someone without a lot of resources and experience to learn and master – it’s a 'master' language.


So my final analysis is;

If you were listening to someone speaking Low Gothic it would sound a bit like someone with a foreign accent rapidly reading out single syllables from the back of a scientific textbook, and very occasionally, maybe once every 1,000 words, you would hear a fragment of a sound or phrase that you almost recognised, like "somethingsomethingsomethingnegativfreqsomethingsomething". But of you could take the time to learn it, if you were an English speaker, you could probably do so reasonably well. All the words and concepts would be different but sentences and word ordering would be much the same.

If you were listening to High Gothic, I think that (if you were an English speaker) it would sound like someone speaking a schizophrenic mangling of the above tongue, but in a Chinese accent, with lots of non indo-european words, lots of tonal shifts you couldn't quite trace, and probably softer, slower and more sonorous. Like a child singing sad garbled pseudo-Chinese, as opposed to the more guttural, faster and aggressive sounding rat-a-tat of Low Gothic.

Sunday, 27 September 2020

the noise in which it lives

 From "African Folktales - selected and retold by Roger D Abrahams";



Unfortunately, this quality of immediacy in an African story, including the noise in which it lives, is very hard to capture on paper. Among the attempts to record storytelling as it occurred at a specific time and place, and to record it in such a way that the other major situational factors are also conveyed, it is, perhaps, Laura Bohannon's "anthropological novel" Return to Laughter, describing her work among the Tiv of Nigeria, she provides us with a description of a tale-telling scene which, though not wholly characteristic of the look and feel of a usual storytelling - the scene occurs after a smallpox epidemic has passed through the village - is nonetheless especially vivid. Her description focuses not on the stories, but rather on the noise out of which the performance emerges, and the performers mastery of the tumult. She dramatizes the way in which the immediate situation is drawn upon in the stories and wedded to their universal qualities, and how the continuities and the interlayering of voices may be seen to work together in an actual performance context.
.......................

"A few nights later we sat under the cold moon of the harmattan in a circle in Kako's homestead yard. My pressure lamp was carefully paced, under Kako's personal direction, to illuminate the storytellers as they passed before us and the assembled elders. Gradually the people gathered from the neighbouring homesteads. They brought their wives and children, and the bought wood for the fire and stools to sit on. The homestead was full of preparatory bustle as people borrowed coals to start their fires and jostled each other for a place close to the front. Then, places staked out with fire and stool, people circulated to greet each other, as people do in a theatre lobby. The air was filled with happy hum of an audience sure of good entertainment.


Behind Kako's reception hut there was a great deal of coming and going, whispering and giggling, very much like the noise of people plotting charades. Cholo, who was to tell the first tale, squatted before us in brief, friendly greeting and gave me news of his sister: Atakpa was well; her co-wife had been blinded by smallpox. "It makes more work for Atakpa. They're both after their husband now to get them a little wife to help."

"Cholo!"

"I'm coming." Cholo shouted toward Kako's reception hut. He glanced at the gathered audience and left. he waved Ihugh to join him. Soon Ihugh was running towards his hut, consulting with his uncles, and then back to join Cholo behind the reception hut. people settled down to wait, with anticipation.

Cholo came out before the lamp, and, with many gestures, began the story of the hare and the elephant.

The hare went hunting one day. He armed himself with a club made of cane grass and, knowing his weapon weak, wore a ferocious mask to petrify his face with fear.

Here Chlo began to sing, stopping to instruct us all in the chorus of his song: nonsense syllables with a rousing rhythm and a lilting tune. I got interested. This would be far more fun than mere storytelling.

First the hare met a mouse. The mouse screamed with fear when he saw the terrible mask, but instead of standing trembling and ready to the hares club, the mouse turned to flee.

Again Cholo waved us into the chorus.

As the hare pursued the mouse, his mask slipped down over his eyes. But the hare has long ears, and he was able to follow his prey by the rustling in the dry grass. In his flight, the mouse ran straight into an elephant and the elephant also began to run. The hare, unable to see, now followed the elephant and beat him with his cane club. The elephant, thinking this was the tickle of the mouse's whiskers, ran ever faster.

Again the chorus. Then Cholo disappeared. I had enjoyed the song, and prepared for the next story. But this one was not yet finished. Cholo returned. This time he was the hare. To his head he had tied two waving fronds as ears, over his face a cloth daubed with mud, and in his hands a weak blade of cane grass. He mimed his story, dancing before us, searching for game, finding the mouse, and pursuing it blindly.

Then out came the elephant, roaring: a long bed tied to a man's back - those huge, splay feet could be no one's but Ihugh's - covered with two dark togas that swayed with the elephants dancing. The youngest children screamed most satisfactorily and had to be comforted by their parents, while the older children told them with great superiority that the elephant was really a man. Cholo now struck the elephant boldly with his grass blade, used it as a bat to wave us all into his song and chorus. One or two of the young men beat sticks against their chairs, the better to mark the rhythm while the hare and the elephant danced. In a final surge of enthusiastic singing and dancing, the hare and the elephant disappeared.

Immediately one of Ihugh's cousins sprang into the centre of the circle and began his tale of the goat who was a blacksmith and how he was tricked by the hare. He too had a song for his story, for the fables themselves are common property, and a storyteller makes his fame with his songs and dancing. Again I found myself laughing wholeheartedly and joining in the singing. I was enjoying myself immensely.

As the evening wore on, other men also rose to tell their stories, pressing brothers and cousins into service in the charades and commandeering props from the women of the homestead. A pot tied snoutlike over the face made a hippopotamus. Sheepskins, leaves and cloth-covered stools created strange monsters and sprites. There was not a single dull story. The audience wouldn't allow it. They shout down any fable teller who fails to hold their attention: "That's too long." "Your song's no good." "You've got the story wrong." "Learn to dance." Sometimes it needed only the momentary inattention of the audience to embolden one of the other storytellers to jump into the centre even while another fable was being told. Then for a few moments we heard two tales, two songs at once. Soon people would take up only the one chorus and the other fable teller would sit down.

Mainly it was a cntest between Gbodi and Ikpoom, who were the two great storytellers of the country. Gbodi, a short stock little man with a huge voice, excelled as a dancer and a tumbler. In the tale of the cricket and the praying mantis he danced holding a heavy mahogany mortar in his hands. First, as the praying mantis he held it over his head; then, placing the mortar on the ground, he continued to dance on it upside down, his hands grasping the edge of the mortar, his feet in the air - and singing all the while.

Ikpoom excelled in mime. His ugly face was extraordinarily expressive, and he was at his best when he could himself act out all parts of the story at once. Now he was telling the tale of a chief's daughter who refused to marry any man, for she knew she was far too good for any suitor who came to court her. Ikpoom's voice was shrilly angry when, as the girl, he warned lovers off the farm and threatened to shoot them with a bow and arrow. His voice was eerie and his song uncanny as he portrayed the chief of the underworld sprites, Agundu, who is a head with wild, red eyes and with gouts of blood on the raw cut neck that terminates the creature. He showed us how Agundu borrowed the radiance of the sun and moon and with them dazzled the girl, how she followed this bright illusion away from her own people whom she had scorned, and how at the very gates of the underworld Agundu gave back to the sun his glory and to the moon her beauty. Only then, when it was too late, did the girl see what a monster she had chosen, and then too late and in vain, she longed for a human mate.

I had no need to hear the shouted proverb that marks the end of each story. I knew the moral of this tale. Especially now, in this situation in which our common humanity and pleasure in amusement was so evident, the dangers of parting from one's own to follow beckoning strangeness loomed perilous and sad.

Ikpoom sang the lament of the girl whom blind pride had shut in a strange, dark world away from sun and familiar light....

Ikpoom sang for Agundu, for the grinning skeleton of the world that underlines all illusion. One can ignore Agundu. But those who follow him can never return, for they have seen and can never forget...they knew. All these people laughing around me. They knew how to come back. I still had to learn.

Gbodi was telling a tale now, of the hare's attempt to pass himself off as one of the bush sprites in their won country. Great a trickster as the hare is, infinite as is his ingenuity, he was unable to act and feel as did the bush sprites. At first this enabled him to deceive them the better and to steal the toga that bears one along like the wind, but ultimately this lack of understanding and this difference was his undoing. "This time," sang Gbodi, "the sprites killed the hare and ate him. The fable has killed the hare."

The hare would soon be resurrected in another fable. The trickster is immortal as a type no matter how often any one trickster tricks himself into disaster. But even the greatest trickster cannot transform himself. His personal habits always betray him, as they betray all of us for what we are; we ourselves are the only ones who see ourselves a what we think we ought to be or what we would like to be thought.

Many of my mortal dilemmas had sprung from the very nature of my work which had made me a trickster: one who seems to be what he is not and who professes faith in what he does not believe. But this relization is of littl help. It is not enough to be true to oneself. The self may be bad and need to be changed, or it may change unawares into something strange and new. I had changed. Whatever the merits of anthropology to the world or of my work to anthropology, this experience had wrought many changes in me as a human being - and I had thoughts that what wasn't grist for my notebooks would be adventure....

I had lost track of the fable being told. It was a long one, and I couldn't keep the characters straight. Neither, it seemed, could Accident - energetic as ever and quite unchanged save for a few pockmarks on his nose. Perhaps, though, it was just his sense of mischief that made him bound up from his seat beside his brother and take the stake with the storyteller. "I don't understand. Would you repeat more slowly?"

There was a startled gasp. Then a roar of laughter, even from the interrupted storyteller. "What was his great-great-grandfather's name? And where did he learn to perform that ceremony?" continued Accident, so broadly that I began to laugh, for it was me own accent and my own questions that Accident was imitating. Aware that he had lost his audience, the fable teller began to play informant to Accidents anthropologist. Accident in turn looked eager to baffled, scribbled in the air as though in a notebook, wiped imaginary glasses, adjusted imaginary skirts, and took off my accent, gestures, errors of grammar and habits of phrase with such unmerciful accuracy that even as I laughed myself sore I resolved on improvement. Accident finally sat down under a shower of pennies and approving applause..."

...................................

Bohannons description of an actual performance underscores the fact that the vitality of the storytelling lies in two characteristic elements: first the seizure of the role of narrator and the maintaining of it in the face of ongoing critical commentary; second, the constant interaction between storyteller and audience, maintained both through audience commentary and the periodic introduction of call-and-response songs. Thus, the occasion of storytelling calls for the same seizing of the centre, and the same kind of voice overlap and interlock as do the many other forms of audience behaviour taking place in front of the performer, who, through a sense of personal control, provide a focus for all the noise and random bustle arising on occasions of performance.


..........................................

And if you liked that and want more, get all over this.

Friday, 22 June 2018

Natural Language and Gross Positioning

'Natural Language' is a term I yanked from programmers. Reasonably self-explanatory, it means getting a programme to the point where you can tell it what to do in normal everyday human language.

'Gross Positioning' is something I made up to describe a particular way that we imagine space in D&D.

The situation I'm describing and imagining here is one where you run a game, either via hangout or online, using absolutely minimal notes and no visual representations of anything.

It's actually easier to imagine this happening online as the cognitive and time cost of sharing something like a sketch map is relatively high. But even online its relatively common to intuitively use a range of hand forms that describe relative spaces on the screen.

So this idea of running a game with NO visual representations at all is actually unrealistic and probably hyper-rare, and unreal environment stripped of its common methods and accompaniment in order to highlight some of the ways we construct our unreal environments.



NATURAL LANGUAGE

Some things are hard to describe. Most things probably. Music, complex shapes, complex colours, highly detailed and specific arrangements of things, like the bones in a body, things with a very high volume of highly specific and non-naturalistic data like phone numbers and account numbers.

Reality in our descriptions is not like real reality. So, for instance, almost no-one has brown hair. Not if you look at it directly and try to count the sub-colours and all the patterns of shade and gleam. In the same way, the sea is almost never green, or blue, but a shifting matrix of many related colours and moving light effects, all changing all the time.

And yes maybe an artist or someone trained in colour theory could pick out all, or many of the sub colours or lighting effects in somebodies hair. Just like a Doctor could probably name all the veins and arteries in a pretend surgery or a designer or tailor could name all the specifics of clothes.

And if your DM is one of those things then they can use that knowledge to be a kind of teacher/challenger, introducing terms and educating you about them piecemeal while also challenging you in the game. And possibly the ability of an hierarchical old-school DM to do this is something that separates it from group-effort storygames. It's hard for there to be a position of highly specialised knowledge without hierarchy.

So what I'm talking about with 'Natural Language' is conversational language. The kind you could use with a wide range of people from different social circumstances and with differing cognitive styles where you could reasonably expect them all to understand you.

This language massively limits and strongly highlights very particular kids of things. Its pattern is more like oral poetry, ballads and hero stories than it is like anything else.

If you go out and look at nature you see a whole shitload of colours all blended together and mixed up pretty much all of the time

In natural language, using description only, its much simpler if things are either one of the basic describable colours, blue, green, red, purple etc, or, and this is better, as it is in poetry, if they are coloured like a known natural object or process;

"The Queen has eyes the colour of the sea."

There are certain numbers that work well in natural language, just as they do in ballads and just as they do in fairytales. The linking factor is orality. Idea and concept clusters developed for an oral culture are, in a way, conservative. They are 'evolved' or developed over many iterations to be very strong memory signatures. Stuff that sticks in the memory usually makes the strongest possible use of the minds natural heuristics for working things out and then develops complexity by combining a re-combining these simple elements.

That's very different to the way a computer, a business report or a spectrograph show you detail and complexity.

So for numbers, three, five, seven and pair are good numbers. Ten and Twelve aren't bad, but once you get above those the progression gets patchy.

So the queen with the sea coloured eyes and the red dress wearing three green gems is very different from the queen with amber eyes and the flame coloured dress wearing seven leaf green gems.

But what's the difference between wearing 42 gems and 52 gems? Or between 121 gems and 1692 gems? Or 12,398 tiny gems?

One army has a thousand men. What if it has 997 men? The opposing force has 1,991 Orcs. What if it just has 'twice as many'?

A table in D&D will only have a certain number of things on it, that is, a certain number of specific things you can interact with. The rest will simply be abstract elements you search through to find the named, specific things.

And of course NPC's in D&D will almost never have long, specific, highly detailed conversations with each other without them finding a way to involve the PC's in that conversation. Though I think that is not to do with natural language as much as it is to do with the nature of the simulator (the DM being a human).

There are a limited number of spaces and shapes as well, especially and particularly shapes you can put characters and people inside of. As with the numbers, a shape can have certain canonical platonic forms and a certain number of edges and corners, but highly irregular multi-edged or organic shapes simply 'fade out' to similes or non-specific generalisations.

Its with shapes, and especially movement through shapes that we get to what I call 'Gross Positioning'.



GROSS POSITIONING

So you are describing a room or a cave or a tower or somewhere else as an adventure site, and you are doing it only with words. No images no maps no sketching, nothing.

What usually happens (to me) is that the space gets blurry and fudgy. After a few rounds of combat or other actions its not quite clear exactly where people are in relation to each other.

The question is not simply one of describing a space as if to one other person over however much time you need, but of describing it into the minds of multiple other people, who are all interpreting it differently and all trying to manipulate and re-interpret it within the context of the game.

A few elements seem to work to stick positioning in peoples minds. Going through these might be helpful both in running imaginary spaces in and in constructing them in your game.



Inside/Outside

People know if they have gone in the room yet, and who has gone in the room. If there is a sub-room, like a box or wardrobe or the curtains of a four-poster bed, or something then they know who is and is not in that. Specifically, its easy for that player to remember and they will remind others, and you, in play, and so form part of the construction of the spatial order.


Closer to the Danger Thing/Treasure

People know if they are closer to fire or a monster or a big scary drop than someone else. That is the thing they don't want. They also know if they are closer to the Treasure or the Way Out than someone else. In a way the 'Closer Than' element is a kind of situational 'micro line' - see 'in a line' below.



Up the Tree/On the Ceiling

People know if they are up the tree, especially if they are hidden in its branches, and they know if they are climbing on the ceiling. They know if they are "strongly above" the standard assumed plane of action for that space.



Climbing Up

"There are only three positions in climing up to somewhere;

- Still in reach of someone/something below.
- Fall and will live.
- Fall and will be hurt.
- There (this is 'Up the Tree', so it's still only three positions)
- (Ok there's also 'fall and die', so its four. But that changes relative to circumstances like player level and magic access.)



Hanging from the Thing

It's usually a chandelier. It's possible this is just a sub-category of 'Up the Tree' but a major difference is the PC's ability to swing and place themselves in a variety of places within the space. We could also classify this as "Access to the Flyn Machine", I did that post about held kinetic energy in old-school battle spaces, which was about how stuff you would see in old swashbuckling movies was very useful in Old School play. So any scenario where there is a rope with a weight, a tippable object or something that can fall or rise, players will known and strongly recall whether they have access to manipulate that.



Down the Pit.

People know if they have fallen down the ten foot hole. Once down the hole there are two main distances;

- Can be reached. This is the best position for a game and probably the reason most holes are 10 feet deep. At this depth you can maybe climb out by yourself, but its slow, but if someone reaches down for you you can almost certainly be pulled out very quickly. The 10 foot hole is a team-building machine

The person in the hole is both seperate from and part of what is going on in the room in a very specific and directly intuitive way. They are vulnerable to some things, saved from other things (like arrow fire and breath weapons) and can be brought back into full play with a simple non-specific action with an easily-comprehensible action cost. They can also be spoken to and communicated with easily.

- Cannot be reached/needs something special. This is sometimes bad design. It takes a PC out of the game space but doesn't put them into their own new game space. All they can do is sit there, watch, listen and think of ways for someone to get the special thing that will get them out. But, like all 'hard', 'bad' or 'boring' things in D&D, it can be very good because it forces the players to really genuinely thing hard and if they can think of something then they get a huge boost of self actualisation and mutual solidarity.




Hidden Behind/Hidden Below.

Usually curtains, wall hangings, treasure, screens, a suit of armour. It's a quality of 'hidden behind' that there is something that could become aware of the PC if they were not hidden, that the hiddeness cannot extend through the whole space but 'locks' them in a small range of positions, that it places restrictions on their behaviour so they don't end the hidden effect.

It doesn't have to be visual. You could be hidden from the Predator vision by ArnoldMud, hidden from the Echolocation by spiky things, hidden from the magic by other specific magical elements.




Tied to the Thing.

People know if they are attached to a thing, or if it is attached to them. If it lets them more or act and how far. They are immediately very invested in finding ways to not be Tied. In that way its a lot like 'Down the Pit'. Tied to the thing is different to Grabbed as its just an object. You can't negotiate with a lock or rope and its usually not going to do new stuff with you.



Grabbed.

The Monster has got you. Tentacles, hands, a rope with a loop. This is often only para-spatial as it only locks people in position relative to the monster. Much has been written on grabby monsters so I will leave that.



In a Line

If there is any situation where PC's have to line up to fit somewhere or do something then they will usually remember where they are in this sequence. The way people do this is interesting. No player needs to remember the whole sequence, all they need to know is who is in front of them and who is behind them.

It's actually a really elegant piece of emergence watching a bunch of people who have forgotten where everyone's imaginary character is, remind each other of where they are in the order of march and essentially re-construct that order even though no particular person had the whole thing in their head.



Swept Away

Someone has fallen in the river and while everyone else fights the Dragon you run a simultaneous scene where they meet Gollum. This is only tangentially related to Gross Positioning since its now a different area. There is a distinct pleasure though in uniting the two areas through some active or living element (an Orc gets knocked out and washed downstream to the cave, the Dragon punches through the wall between the places, Gollum shows you a secret route to the lair where the fight is happening).



So those are some basic elements of Gross Positioning. No doubt more could be said. You can probably work out from that and from natural language something about the kinds of spaces you want your game to peak and arrive in, and especially, if you are running a high-agency, high-improv game, the kinds of spaces and situations you can easily pull out of your ass and which should hopefully work well anyway.


  • Rooms within rooms - curtains, panels.
  • A main plane of action - if there are levels, keep them to maybe three.
  • Downward Verticality - pits, dips, traps, stairs. You are below the main plane.
  • Upward verticallity - ceiling beams, roof tiles, tree branches, balconies.
  • Swingy things.
  • Held Kinetic Energy - have gone over this, the Errol Flyn shit.
  • Hidy Places - piles, pillars, inner walls, things to be under or behind.
  • Grabby Objects - traps but also anything to be tangled in or trapped by.
  • SweepAway Elements - Things that can move you unexpectedly out of the area, and into another, linked or thematic area. You fall through the floor into the Duchesses room, a portal to a nearby hidden room, thrown into a boat, knocked into the Seraligo of blind eunachs etc.


Monday, 19 February 2018

A Review of the Oxford Dictionary of Nursery Rhymes

(This showed up on my Goodreads page first, so if you read that then you have already read this.)



The dusty hard-drive of oral culture found in the back of a drawer, lets dig out an old emulator and see what's inside.

(Of course we rarely have access to actual oral culture as it is annihilated and transformed by contact with the structure of academic recording, more on this at the end. What we actually have is records of the point of transformation and/or translation from orality into text, almost always into print since it requires the cheapness and replicability of print to make 'common' culture worth recording to most societies.)

It’s a mixture of trash and gold, but even the trash isn't actually trash because, like Belloq's watch, it is ennobled by survival and time, and because, like an ink-stained stream used to trace a water table, watching its flow and mutation lets us trace the structure of human thought.

Some common elements;


COMMON SONGS

A huge amount of nursery rhymes are alterations or mutations of the historical version of pop-songs; broadside ballads, folk songs, music hall numbers etc. These provide the seed structure for a lot of rhymes. Like a mother singing a half-remembered chorus of a Taylor Swift song, altering the words, keeping the structure.


MISSING MUSIC

If there is one huge failure with this, and with the whole culture of transmitted orality studies, it is that there is no smooth or *commonly* readable way to encode musical notes, rhythm or any of that musical stuff in text form. Even Rubins Memory in Oral Tradition, didn't talk enough about the music.

In their natural environment, a vast range of these structures exist, are transmitted with, generated by and possess a deep interrelationship with music. They exist sung, the exist played, they are symbiotic with instrument, voice and song on a lot of levels, and that very rarely shows up in books like this.

For good reason; it would mean opening up an entire new, parallel track of scholarship and resourcing it like the first track.

And because you would then need to integrate the two, needing more time and more resources.

And you would need to find a way to present this to a mass, or at least a common/educated audience - though modern neo-orality like Youtube etc, could be good at this.

But still, the text-based nature of the transmission of orality studies is a major, and unacknowledged limitation, and more dangerous BECAUSE it is unacknowledged - as people will default to text-fetishism.


RIDDLES

Still a minor, but continual theme. 'Good' riddles (the kinds I like) where you could understand them even if they were translated. 'Dick' riddles, where the clue is that four kings each took an apple even though there was only one apple because the guys name was 'Fourkings' or some bullshit like that, Textual games as well, including some elegant verse forms made from the removal or alteration of punctuation and shifting of line-meanings.


THEEVES

The heavyweights of nonsense verse, Lear & Carrol, both based their early stuff on generative verses, subjects and forms from mass oral culture.


THOSE CRAZY KIDS

The moral universe of children, as seen through their rhymes, is arbitrary (yet rule bound), stark, intense, bordering on surreal (as in super-real), morally cruel or violent, funny, imaginative; loving both the excise and overturning of authority, highly animate (everything is alive, has intention and a self), with many changes in scale - living in shoes, floating to the moon etc.

Doubtless the moral view of children is shaped by the fact that they exist under the dominion of gigantic tyrants exercising what seem like arbitrary and inexplicable rules which they often do not meaningfully explain. And by the fact that things seem to exist, and not exist, to be brought forth, and to disappear, without any clear cause or meaning. It may simply be a rational view of an insane experience.

(Children live in a world where every useful object is out of scale for their use - too big, and where they are given other, arbitrary objects, which they may do with as they will, which mimic the larger objects but which are scaled much too small for their use. A child, for instance, cannot simply get in a car, they can be lifted into a giant one, or play with one too small to drive. No wonder they are obsessed with strange changes in scale; their world does not make sense.)


COUNTING

Counting rhymes are a big dal and, from textural analysis it looks like these may actually (some of them) be evolved or decayed forms of old, even pre-roman, counting rhymes.


HAPSIS

Bouncing rhymes where the child is manipulated on a knee, finger rhymes where the adults hands form a kind of shifting model and where fingers become people, pigs, houses, churches and priests, are common. As well as limb-naming and face-feature naming rhymes. The body in space being at the primary root of much human culture.


ANCIENT FEEL

To bring up Belloq's watch again, it doesn't take much processing or many revolutions through an oral culture for something to gain a feeling of deep numinous or oneiric ancientness. As if it referred to something huge and shadowy, just out of sight. But this feeling seems to have no, or little relation to whether something actually *is* ancient. A generation of oral transmission and manipulation might be enough to give something this feel.


BULLSHIT HISTORIES

Consequentially, Nursery Rhymes are plagued with minor academic, or general enthusiasts who swarm like flies and who are all universally sure that;

- A known personage coined this particular rhyme (usually a distant relative)
- Its a political thing about this particular king or whatever
- its ancient celtic/Indo-European stuff (pls also read my book on the occult)

Any of these might actually be true for any particular rhyme. But usually they aren't. Usually its an old pop song about a squire, often with some dirty bits taken out and changed.


BOWLDERISATION

There’s a lot of dirty vague sex stuff in popular folk culture, as well as a lot of scatological stuff. Almost all of this is edited out either by gradual cultural transmission, or by some Yankee or Victorian with a pen. before the scatological stuff at least is put right back in by the children as soon as mum has left the room.


THE REAL OLD STUFF

There are a few fragments, Snail, Ladybird, London Bridge, and a few others that are almost certainly really very old indeed. If you want to have strange thoughts about deep time and human culture, there you go.



There should really be a leather-bound version of this so you can leaf through it and intone mysterious stuff while giving people curious and meaningful looks.

Wednesday, 7 February 2018

Rhymes Older than Gods

This is all from the Oxford DIctionary of Nursery Rhymes;

[Line breaks added by my and Umlauts and other things I can't easily repoduce removed in transcription as adding them back in was a bitch.]

Image by Darrell Raw
https://500px.com/photo/49365130/reaching-by-darrell-raw

LADYBIRD


"Ladybird, ladybird,
Fly away home,
Your house is on fire
And your children all gone;

All except one
An that's little Ann
And she has crept under
The warming pan."

Child's warning to the ladybird. Traditionally the insect is set on a finger before being addressed. This is what the present writers used to do, and what a woodcut of the reign of George II depicts. When the warning has been recited (and the ladybird blown upon once), it nearly always happens that the seemingly earthbound little beetle produces wings and flies away.

The names by which it is popularly known in this and other countries show that it has always had sacred associations: 'Lady-bird' (from Our Lady's bird), 'Marygold', 'Gods Little Cow', 'Bishop that burneth'; the German 'Marienkafer' and 'Himmelskuchlichen'; the Swedis 'Marias Nyckelpiga', the Russian 'Bozhia korovka', the French 'Bete a bon Dieu', the Spanish 'Vaquilla de Dios', and the Hindu 'Indragopa.'

The rhyme is undoubtedly a relic of something once posessed of an awful significance. It is closely matched by incantaations known in France, Germany, Switzerland, Denmark, and Sweden, sometimes even to the detail of the name Ann:

Goldchaber, flug uf, uf dine hoche Tanne,
Zue diner Muetter Anne.
Si git dir Chas und Brod,
's isch besser as der bitter Tod.

Another German version is:

Himmelskuchlichen, fleig aus!
Dein Haus brennt,
Deine Kinder weinen alle miteinander.

And in France, where the words are also addressed to the cockchafer:

Vole au firmament bleu,
Ton nid est en feu,
Les Turcs avec leur epee
Vont te tuer ta couvee.
Hanneton, vole, vole,
Hanneton, vole.

Varieties of the Coccinella are found in most parts of the world, and are almost everywhere regarded as friendly. To kill one is unlucky. This would seem to rule out the hypothesis that a witch or evil spirit is represented and that the rhyme is a form of exorcism. (A much-practised method of ridding oneself of witches was to tell them that their dwelling was on fire.)

A theory in Germany is that the rhyme originated as a charm to speed the sun across the dangers of sunset, the house on fire symbolizing the red evening sky. In the Rosicrucians the beetle is compared with the Egyptian Scarab and the rhyme thought to be a remnant of beliefs associated with Isis. It has also been pronounced to be a relic of Freya worship. In England country children also employ the insect for divination."



SNAIL


"Snail, snail,
Come out of your hole,
Or else I'll beat you
As black as a coal.

Snai, snail,
Put out your horns,
I'll give you bread
And barley corns.

This chant is comparable to 'Ladybird, ladybird, fly away home' (q.v.) in its inexplicableness and probable antiquity. The rhyme was said, or sung, or sometimes the snail was held at arms length and swung round. Douce says (c. 1805), 'It was probably the custom, on repeating those lines, to hold the snail to a candle, in order to make it quit the shell. In Normandy it was the practice at Christmas for boys to run round fruit-trees, with lighted torches, singing these lines:

Taupes et mulots,
Sortez de vos clos,
Sinon vous bruerai et la barbe et les os.'

This conjuration of field-mice and moles was still eployed in France in the present century, the summons sometimes being lengthier:

Taupe et mulot,
Sor de mon clos,
Ou je casse les os;
Barbassione! Si tu viens dans mon clos,
Je te brule le barbe jusqu'aux os.

On the first Sunday in Lent (la Fete des Brandons ou des Bures) the peasant walked through the fields and orchards with lighted torches of twisted straw, accompanying their threats with discordant tin horns and cat-calls, in order to be rid of the pests. A similar motive may have provoked the threat to the snail.

Chambers (1842) remarks 'In England, the snail scoops out hollows, little rotund chambers, in limestone, for its residence. This habit of the animal is so important in its effects, as to have attracted the attention of geologists, one of the most distinguished of whom (Dr. Buckland) alluded to it at the meeting of the British Association at Plymouth in 1841. The ... rhyme is a boy's invocation to the snail to come out of such holes.' Chambers adds that in Scotland good weather is prognosticated by the creature appearing to obey the injunction,

Snailie, snaile, shoot out your horn,
And tell us if it will be a bonny day the morn.

Whatever is the significance of the snail to engender such invocations, it must lie deep in the history of the world. The diversity of languages in which the rhyme is found is almost unparalleled. JOH quotes equivalents from Denmark and Germany; a writer in _Notes & Queries_ (1851) from Naples and Silesia. Countess Evelyn Martinengo-Cesaresco (1886) adds verses from France, Tuscany, Russia, Roumania, and China. The call is also known in Spain.

The English rhyme is found in print from 1744 onwards, and may have been referred to by Shakespeare. In The Merry Wives of Windsor (IV.ii) Mistress Page tells how Mr. Ford, considering himself a cuckold, 'buffets himself on the forehead crying, "Peer out, peer out", meaning, appear horns. A version of the rhyme still known is,

Peer out, peer out, peer out of your hole,
Or else I'll beat you as black as a coal."


There is more information in the notes for both entries but there is a lot of it and its dense.

Points of curiosity.


  • Both Living Things. Not pure objects or integrated natural events like rain or whatever.
  • Both Haptic Rituals. Both are small enough to hold in, or on the hand. And on the hand of a child. And they are common and slow enough that a child can get hold of them easily.
  • Both Transform. The Ladybird looks like a slow, plodding, earth-bound, but colourful thing, then turns into this flying dot with blurs for wings and disappears out of vision into the air. The snail is hard and smooth, regular, fluidly geometrical, like a perfect stone. But inside is this cthonic *thing* strange, alien, mysterious and slimy.
  • Air and Earth. One from deep in the earth, but appears on the ground. Could be a stone but isn't. It's ritual involves threats and bribery to get what you want. The other beautiful, appears on earth but transforms into air, its ritual is sad but noble. This is a "good" avatar of something.

Monday, 26 December 2016

A Review of Orality and Literacy by Walter J Ong


This book is too good, too dense and too short to easily review. It's hard to summarise something that is already a very able summary of a long career or to provide a doorway into something that is itself a doorway into an entire field. There's something quotable or interesting on every page and if I began then it would be hard to stop and here I would be typing out the whole thing for you.

The book is about the shift from an oral culture, one without writing, to whatever our modern one is, usually called literate, where almost everyone can read and reads continually but we also use orality all the time as well. It looks briefly at whatever the new orality will be, the world opened up by first radio, then television and the internet, in which speech, sound and rhetoric re-emerge in new forms, now combined with methods of recording and projection that effectively turn them into new things.

We start with an analysis of the oral origins of language and of the perhaps necessarily destructive state that lies between Orality and Literacy.

"Fortunately, literacy, though it consumes its own oral antecedents and, unless it is carefully monitored, even destroys their memory, is also infinitely adaptable. It can restore theri memory, too."

Then we move to a brief historiography of our understanding of orality. Of particular interest, the fact that our literate, then chirogrpahic culture, was strangely, wilfully blind to the nature of orality. As if in disentangling the two modes of thought the original had to be not only rejected, but denied.

The one destroys the other. We can't watch our minds as they transform as they are too bound up in the transformation to keep a sober record of it. It is like a man leaping over a crevasse, if he wishes to make the leap he must not look down or think or pause.

"The fact that oral peoples commonly and in all likelihood universally consider words to have magical potency is clearly tied in, at least unconsciously, with their sense of the word as a necessarily spoken, sounded, and hence power-driven. Deeply typographical folk forget to think of words as primarily oral, as events, and hence as necessarily powered: for them, words tend rather to be assimilated to things, 'out there' on a flat surface. Such 'things' are not so readily associated with magic, for they are not action, but are in a radical sense, dead, though subject to dynamic resurrection."

Then in the modern age, the 'rediscovery' of orality and the various pioneering studies showing that what we are looking at ("looking at" is a very post-literate metaphor) is not just a retarded version of literacy but an entirely different arrangement of thought.

Then a  breakdown of some qualities of the oral state of mind with an interesting look at the wide variety of ways that spoken words are not written words, how the library of an oral world is made up of patterns, rhythms and formulae, endlessly re-performed and continually exchanged

Speech as an event and an interaction rather than as a thing.

Here's Ongs list of opposing values and states between Orality and Literacy:

1. Additive rather than subordinative.
2. Aggrigative rather than analytic.
3. Redundant or 'copious'.
4. Conservative or traditionalist.
5. Close to the human lifeworld.
6. Agonistically toned. "By keeping knowledge embedded in the human lifeworld, orality situattes knowledge within a context of struggle."
7. Empathic and participatory rather than objectively toned. "For an oral culture learning or knowing means achieving close empathic communal identification with the known, 'getting on with it'.
8. Homeostatic. "That is to say, oral societies live very much in a present which keeps itslef in equilibrium or homeostasis by sloughing off memories which no longer have present relevance."
9. Situational rather than abstract.

"But even with a listener to stimulate and ground your thought, the bits and pieces of your thought cannot be preserved in jotted notes. How could you ever call back to mind what you had so laboriously worked out? The only answer is: Think memorable thoughts."

Then the development of alphabets, symbols and grapholects

The book then moves to looking specifically at the dynamics of print rather than just writing without print. All the artefacts and modes of thought and arrangement that print makes possible (almost no indexes before print)

"Here even visual retrieval functions orally. Ionnes Ravisius Textors' Specimen epithetorum alphabetises 'Apollo' before all other entries under 'A' becasue Textor considers it fitting that in a work concerned with poetry, the God of poetry should get top billing. Clearly even in a printed alphabetical index, visual retrieval was given low priority. The personalised, oral world could still overrule processing words as things."

(See this is interesting becasue its a nice factoid but its also like the kind of thing that Scrap or I would do just for the fun of it. We literally invented a new letter and put it in the index of FotVH, a playful re-creation of the warm, personalised oral world view?)

(Also "world view", another post-literate metaphor.)

This is a section and a group of ideas of particular interest to RPG players and especially the Douchebag Hipster Division of the OSR with our obsessive interest in and pursuit of high chirographic art, that is: layout and information design. The specific and careful arrangement of hyper-dense chirographic artefacts on a page in subtle and innovative ways combined with an equal obsession if inter-refferability in the manner of a a dictionary or educational book.

Book as printed artefact, book as tool.

But the thing we are producing with this tool is a deeply oral performance. Everything is spoke and acted out. I wonder deeply what Walter J. Ong would make of a D&D session, one of the strangest symbiosies between the oral and chirographic arts ever produced.

D&D in regards to this system is an utterly bizarre synergy between a hypertextual, hyper chirographic culture, impossible without writing and without print, but more than that, obsessed with lists, tables and specific and highly dense kinds of informational layout. Also  based around a kind of cultic re-creation of the classic "epic" style of story-telling, the kind arranged most conveniently for the human memory, stories with powerful heroic element, "heavy" characters, travels through unusual geographies, unique animals, monsters, characters and remarkable objects. The kind of story created (in part) because its the easiest way for the human mind to encode information in a non-literate society (the adventure is the library of the epos).

The D&D session as the epic taken "inside out" in some way, the same elements being used yet in an entirely different way, generative instead of preservative.


Then we have a section about the development of story shape and plot and the shift to certain forms of plot and action that can really only exist with writing, and really only with print.

Then finally a chapter largely to do with the interactions of the study of Orality and Literary Criticism, which was invented by the devil so I'm going to ignore it.

.................


one thing that came to me reading this is that a lot of the things that nerds are into use elements of oral culture in a new way, a strange affection since nerds are in some ways the most 'mechanised' 'technologised' and alienated people in a culture and yet they/we carry this instinctive interest in (parts) of the culture of orality.

Could it be that the growth of 'the genres', specifically Pulp, Superheroes, Fantasy Fiction in its post-Tolkien form, the Sci-Fi epic, and D&D, are re-discoveries or re-applied uses to a part of human culture that no longer has to carry the heavy weight of preservation?

A plot of land, once used to farm a subsistence living, now no longer needed, laid un-used for a while, now re-created as a garden. Similar techniques used but now for pleasure and expression rather than survival?

The re-colonisation of the oral mindset by an alienated chirographic culture?