Episode 175: Language in Games

Hosts: Evan, Rob, Todd

In this episode, we talk about language use in games, revolving around three topics:

1) The language we use to talk about games.
2) The instrumental language of gaming, that makes the rules go, so to speak.
3) And language as an aesthetic quality of games.

Over the course of the discussion, we touch on Misspent Youth, Polaris, the Apocalypse Engine, 1001 Nights, Annalise, and more.


15:09- Topic
1:08:05- Rants
Todd: Seeing people have heart attacks at Slayer shows.
Rob: Cable, man. What’s the deal?
Evan: Kids these days don’t know what they’re missing.

You have been listening to The Jank Cast, copyright under the creative commons license. You can find out more about us at jankcast.com. You can send comments and feedback to feedback@jankcast.com We are sponsored by Chicagoland Games, and encourage you to get in touch with us via our Facebook page, Spooky Outhouse Forum (it’s a little quiet, but we’d love to get it going again), Twitter or Google+. You can also listen to us via Stitcher Radio. Now go out and roll some dice!

2 thoughts on “Episode 175: Language in Games

  1. Been a while since i have commented, but I really liked this cast. I think that the language that is used, not only in the rules, but also at the table are incredibly important. It is something that I think ties in with the GMing styles topic that was recently covered. I have been switching off running games with my group between myself and one of the other guys (Two different games, not two GMs for a single game) and I notice that there is a much different feel to the story that is told when the other guy runs his Pathfinder game, than there is when I am running my Dungeon World or Apocalypse World games. Not only does it lead to different kinds of actions being acceptable (within the game itself), the players are playing their characters very differently. In the Pathfinder game things seem very concrete and exact, the other GM being one who enjoys very mechanics and math heavy gaming. The players, myself among them, seem to be divorced from their characters, speaking in the third person about the actions of the characters for example. Whereas in my game things feel more sketched in, conveying the impression and feel of the character’s surroundings, with more detail being added as necessary. In these sessions, because I am trying to evoke a gut response in my players, they tend to speak more in the first person of their characters.

    I don’t have any outside examples to draw from, so it could just be an isolated instance, but I think that there may well be a connection between how the GM presents the world and how deeply embedded into their characters the players become.

  2. Pingback: Episode 221: Language in Games II | The Jank Cast

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