Lonely Tylenol
First Post
There is a divide between in-character and out-of-character language concerning matters of game systems and metaphysics. Nobody walks into a bar and asks the bartender if he's seen "a 12th level rogue." In some campaigns, everyone knows about and talks about spells like Cure Light Wounds, but in other campaigns, people prefer to give them more colourful names, relegating the book names to OOC talk. Everyone needs to in some way define how people talk about things in-game if they care about preserving that particular "realism" that comes from having a consistent language in the campaign setting. Here are the conventions I use in my games:
1. Spell levels: D&D metaphysics has magic organizing itself into a set of 10 quantum levels. There are no level 5 1/2 spells. It's either 5 or 6. Wizards have noticed this, and written about it at great length. This suggests an analysis and accompanying language not unlike that of quantum mechanics. Since spell levels resemble the quantum energy levels of electrons surrounding an atom, they are referred to, in character, as valences. A wizard might say, "I've cast all of my third valence spells, but I still have some of my second valences." Epic spells are called transvalent by those who have heard of such esoteric magics. (Yes, I yoinked this from Sepulchrave II's story hour)
2. Everyone is generally familiar with the common spells. A commoner would know that a cleric could cast Cure Light Wounds, but might not use the "technical name" for the spell and might simply call it a cure spell, or a healing spell. Potions might be named "potion of cure light wounds" or "light healing potion" by the brewer, who would assume people would know what he meant by the latter.
3. Alignment is a metaphysically real phenomenon. Good, evil, law, and chaos are real and can be detected by magic. Most people are vaguely aware of this, but probably are also only vaguely aware of their own alignment unless they're in a dangerous profession like adventuring, which might make such knowledge useful (in case you're targeted by an alignment-based effect). Common people are about as interested in alignment as real-world common people are interested in atoms and quarks, seeing it as an esoteric area of knowledge. Still, there are often tavern debates on whether having an evil alignment should automatically be cause for imprisonment or execution. This is also a serious subject for debate among paladins, for whom it is an important issue in which their grace inheres.
4. On that note, the blessed qualities of clerics and paladins (those that can be lost, anyhow) are called grace. It is by a paladin's grace that he can cure the sick, cast spells, or turn undead. His grace is provided by the grace of his god. Neutral and Evil clerics have grace as well, sometimes referred to as dark grace, if evil, but that's just colourful language used by people who don't appreciate evil clerics.
5. Relative power levels are detectable by the various Detect (Alignment) spells. For example, an evil cleric's approximate level can be determined by analysis of the aura revealed by the detect evil spell. This quality is referred to as the gnosis of that character. A 12th level cleric has a strong gnosis, while a 2 HD undead has a weak or faint gnosis. Etymology: gnosis is one's intuitive apprehension of spiritual truths. Therefore a cleric's power is referenced by his insight into the nature of his god. This terminology has been somewhat distanced from this usage, and has come to refer, in common (common to magic-users, anyhow) parlance to a creature's general mystic power level, even if it is not associated with insight, as is the case with undead, or the power level of aligned characters determined by the Detect (Alignment) spells. So a 12th level Chaotic Good fighter would have a gnosis of moderate strength if viewed by the Detect Good or Detect Chaos spells. Et cetera.
6. Class titles: A wizard is probably called a wizard, but might be referred to as a mage or a sorcerer, even though the latter is technically erroneous. By contrast, a fighter is probably never called a fighter, instead being referred to as a soldier, a man-at-arms, a guard, or a mercenary, depending on circumstances. In general, if the class title refers to something specific, it's likely to be used in-character. If it refers to something general, it's likely to be replaced by something specific. Prestige classes are usually named for their associated organization, if any. This often means that two or more classes associated with the same organization can bear the same title, even if their abilities are quite different. Internally, there will probably be some kind of designation (different sects, different wings, different paths, etc. A knowledge roll might provide information on who is who.), but they generally represent themselves under the same title. Prestige classes that are well-known but not associated with any organization are generally named identically IC and OOC, eg. loremasters. Members of lesser-known PrCs generally call themselves whatever they like, since there's no well-established naming convention.
Does anyone have any other interesting conventions that determine how people talk about stuff in-character?
1. Spell levels: D&D metaphysics has magic organizing itself into a set of 10 quantum levels. There are no level 5 1/2 spells. It's either 5 or 6. Wizards have noticed this, and written about it at great length. This suggests an analysis and accompanying language not unlike that of quantum mechanics. Since spell levels resemble the quantum energy levels of electrons surrounding an atom, they are referred to, in character, as valences. A wizard might say, "I've cast all of my third valence spells, but I still have some of my second valences." Epic spells are called transvalent by those who have heard of such esoteric magics. (Yes, I yoinked this from Sepulchrave II's story hour)
2. Everyone is generally familiar with the common spells. A commoner would know that a cleric could cast Cure Light Wounds, but might not use the "technical name" for the spell and might simply call it a cure spell, or a healing spell. Potions might be named "potion of cure light wounds" or "light healing potion" by the brewer, who would assume people would know what he meant by the latter.
3. Alignment is a metaphysically real phenomenon. Good, evil, law, and chaos are real and can be detected by magic. Most people are vaguely aware of this, but probably are also only vaguely aware of their own alignment unless they're in a dangerous profession like adventuring, which might make such knowledge useful (in case you're targeted by an alignment-based effect). Common people are about as interested in alignment as real-world common people are interested in atoms and quarks, seeing it as an esoteric area of knowledge. Still, there are often tavern debates on whether having an evil alignment should automatically be cause for imprisonment or execution. This is also a serious subject for debate among paladins, for whom it is an important issue in which their grace inheres.
4. On that note, the blessed qualities of clerics and paladins (those that can be lost, anyhow) are called grace. It is by a paladin's grace that he can cure the sick, cast spells, or turn undead. His grace is provided by the grace of his god. Neutral and Evil clerics have grace as well, sometimes referred to as dark grace, if evil, but that's just colourful language used by people who don't appreciate evil clerics.
5. Relative power levels are detectable by the various Detect (Alignment) spells. For example, an evil cleric's approximate level can be determined by analysis of the aura revealed by the detect evil spell. This quality is referred to as the gnosis of that character. A 12th level cleric has a strong gnosis, while a 2 HD undead has a weak or faint gnosis. Etymology: gnosis is one's intuitive apprehension of spiritual truths. Therefore a cleric's power is referenced by his insight into the nature of his god. This terminology has been somewhat distanced from this usage, and has come to refer, in common (common to magic-users, anyhow) parlance to a creature's general mystic power level, even if it is not associated with insight, as is the case with undead, or the power level of aligned characters determined by the Detect (Alignment) spells. So a 12th level Chaotic Good fighter would have a gnosis of moderate strength if viewed by the Detect Good or Detect Chaos spells. Et cetera.
6. Class titles: A wizard is probably called a wizard, but might be referred to as a mage or a sorcerer, even though the latter is technically erroneous. By contrast, a fighter is probably never called a fighter, instead being referred to as a soldier, a man-at-arms, a guard, or a mercenary, depending on circumstances. In general, if the class title refers to something specific, it's likely to be used in-character. If it refers to something general, it's likely to be replaced by something specific. Prestige classes are usually named for their associated organization, if any. This often means that two or more classes associated with the same organization can bear the same title, even if their abilities are quite different. Internally, there will probably be some kind of designation (different sects, different wings, different paths, etc. A knowledge roll might provide information on who is who.), but they generally represent themselves under the same title. Prestige classes that are well-known but not associated with any organization are generally named identically IC and OOC, eg. loremasters. Members of lesser-known PrCs generally call themselves whatever they like, since there's no well-established naming convention.
Does anyone have any other interesting conventions that determine how people talk about stuff in-character?
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