How can a GM control their use of specific words?
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Often times when I am running a game, I find that plot points, characters, and setting features require the use of specific wording to be properly explained, develop identifiable characteristics, or remain grounded in reality.
For instance, I recently wrote a character that was a part of a group that did not believe in the singular identity of self. As such, I wanted them to never use first person singular pronouns. When actually attempting to speak as said character, I was rarely able to pull it off consistently and found myself trying to correct myself in my speech often.
This is not an isolated incident either. When my characters are exasperated or surprised, they will use present day Earth-based swears (when the setting is not present day Earth). I also tend to describe every NPC my players encounter with male pronouns, with the exception of those in positions stereotypical for women, making my setting feel unintentionally uninclusive.
To conclude, how can a GM learn to control their use of language and specific wordings to improve their game?
gm-techniques narration
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up vote
10
down vote
favorite
Often times when I am running a game, I find that plot points, characters, and setting features require the use of specific wording to be properly explained, develop identifiable characteristics, or remain grounded in reality.
For instance, I recently wrote a character that was a part of a group that did not believe in the singular identity of self. As such, I wanted them to never use first person singular pronouns. When actually attempting to speak as said character, I was rarely able to pull it off consistently and found myself trying to correct myself in my speech often.
This is not an isolated incident either. When my characters are exasperated or surprised, they will use present day Earth-based swears (when the setting is not present day Earth). I also tend to describe every NPC my players encounter with male pronouns, with the exception of those in positions stereotypical for women, making my setting feel unintentionally uninclusive.
To conclude, how can a GM learn to control their use of language and specific wordings to improve their game?
gm-techniques narration
What is your native language, by the way?
– enkryptor
Sep 1 at 14:45
@enkryptor My native language is English
– Zer0ah
Sep 1 at 15:34
Do player characters in all your games speak English?
– enkryptor
Sep 1 at 15:37
My player characters don’t in fiction, my the players controlling them do, if that makes sense
– Zer0ah
Sep 1 at 21:53
add a comment |Â
up vote
10
down vote
favorite
up vote
10
down vote
favorite
Often times when I am running a game, I find that plot points, characters, and setting features require the use of specific wording to be properly explained, develop identifiable characteristics, or remain grounded in reality.
For instance, I recently wrote a character that was a part of a group that did not believe in the singular identity of self. As such, I wanted them to never use first person singular pronouns. When actually attempting to speak as said character, I was rarely able to pull it off consistently and found myself trying to correct myself in my speech often.
This is not an isolated incident either. When my characters are exasperated or surprised, they will use present day Earth-based swears (when the setting is not present day Earth). I also tend to describe every NPC my players encounter with male pronouns, with the exception of those in positions stereotypical for women, making my setting feel unintentionally uninclusive.
To conclude, how can a GM learn to control their use of language and specific wordings to improve their game?
gm-techniques narration
Often times when I am running a game, I find that plot points, characters, and setting features require the use of specific wording to be properly explained, develop identifiable characteristics, or remain grounded in reality.
For instance, I recently wrote a character that was a part of a group that did not believe in the singular identity of self. As such, I wanted them to never use first person singular pronouns. When actually attempting to speak as said character, I was rarely able to pull it off consistently and found myself trying to correct myself in my speech often.
This is not an isolated incident either. When my characters are exasperated or surprised, they will use present day Earth-based swears (when the setting is not present day Earth). I also tend to describe every NPC my players encounter with male pronouns, with the exception of those in positions stereotypical for women, making my setting feel unintentionally uninclusive.
To conclude, how can a GM learn to control their use of language and specific wordings to improve their game?
gm-techniques narration
edited Sep 1 at 18:04


V2Blast
13.9k23492
13.9k23492
asked Sep 1 at 12:32
Zer0ah
1,6381225
1,6381225
What is your native language, by the way?
– enkryptor
Sep 1 at 14:45
@enkryptor My native language is English
– Zer0ah
Sep 1 at 15:34
Do player characters in all your games speak English?
– enkryptor
Sep 1 at 15:37
My player characters don’t in fiction, my the players controlling them do, if that makes sense
– Zer0ah
Sep 1 at 21:53
add a comment |Â
What is your native language, by the way?
– enkryptor
Sep 1 at 14:45
@enkryptor My native language is English
– Zer0ah
Sep 1 at 15:34
Do player characters in all your games speak English?
– enkryptor
Sep 1 at 15:37
My player characters don’t in fiction, my the players controlling them do, if that makes sense
– Zer0ah
Sep 1 at 21:53
What is your native language, by the way?
– enkryptor
Sep 1 at 14:45
What is your native language, by the way?
– enkryptor
Sep 1 at 14:45
@enkryptor My native language is English
– Zer0ah
Sep 1 at 15:34
@enkryptor My native language is English
– Zer0ah
Sep 1 at 15:34
Do player characters in all your games speak English?
– enkryptor
Sep 1 at 15:37
Do player characters in all your games speak English?
– enkryptor
Sep 1 at 15:37
My player characters don’t in fiction, my the players controlling them do, if that makes sense
– Zer0ah
Sep 1 at 21:53
My player characters don’t in fiction, my the players controlling them do, if that makes sense
– Zer0ah
Sep 1 at 21:53
add a comment |Â
2 Answers
2
active
oldest
votes
up vote
8
down vote
accepted
Unless the literal words are important to moving your game forward, you should summarize the majority of NPC dialogue.
I've been recently dealing with this issue in my games, where the in-game word choices (of NPCs, journals, and such) were interfering with the gameplay. Every NPC has their own accent, opinions, and hidden intents, and when the players wanted to interact with them, we would play out the entire conversation, word for word.
Unfortunately, the problem with this strategy is the DM's verbal skills become a bottleneck on their ability to narrate the world to their players.
First of all, it's exhausting trying to improvise a full conversation while tracking different NPC voices and perspectives. This is especially true when multiple NPCs are involved.
Second, when you the DM are picking all the words that your NPCs say, that means the player characters are socially interacting with you (the DM) and not your NPCs. Whether the NPC is an expert liar, or an experienced diplomat, or simply an intimidating brute, their dialogue will be limited to your own vocabulary, slang, and other verbal habits if you focus on word choice.
Third, and here's the kicker, we as DMs tend to overestimate our ability to communicate the world to our players. By focusing on word choice, rather than emphasizing the intent of the dialogue, we're giving the players a lot of unnecessary detail. And that can confuse your players, and distract them from the speaker's intent. Why did the NPC use this word instead of that one? Why did they say it this way? Or maybe you chose the NPC's words because they are implying something, and none of your players picked it up.
The solution:
The game will become smoother for both you and your players once you focus on the intent of the words and less on the form. Summarize. Get to the point. Most of the time, the formal word choice doesn't matter, and only serves as an obstacle to narration. Don't read out what your NPC says; tell the players what the NPC means to say, and let them figure it out.
If you still want to roleplay as the NPCs, then there is a convenient hybrid approach. Roleplay the first few lines of speech, such as greetings and openers, and then, as the DM, you summarize the rest of the dialogue. This solution is handy because you get both benefits: you establish the flavor of the NPC by briefly speaking as them, and then you return to the narrator role and have more freedom in communicating to the players.
The OP clearly wants word choice to indicate important characteristics of NPCs. This might be because it adds a flavor he wants for the character, or it may be a clue to an important plot point. On the spectrum of "role play or roll play" the OP is asking about how to better use their language and speech while GMing.
– Kieran Mullen
Sep 2 at 4:39
@KieranMullen That is understandable, however that does not mean roleplaying every minor dialogue word-for-word; instead they can describe those characteristics and highlight the aspects that are relevant to the narrative.
– Mike Q
Sep 2 at 11:09
add a comment |Â
up vote
13
down vote
If there is something that I want phrased perfectly (like a rousing speech or a villain's monologue) I'll make notes and sometimes even rehearse. I imagine you could apply the same practices if it's a more generally thing, like a style of speech or an accent.
7
Or another way to put this: acting is hard work, and takes practice. The OP is essentially asking about gaining acting and presentation skills.
– Neil Slater
Sep 1 at 17:02
add a comment |Â
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
8
down vote
accepted
Unless the literal words are important to moving your game forward, you should summarize the majority of NPC dialogue.
I've been recently dealing with this issue in my games, where the in-game word choices (of NPCs, journals, and such) were interfering with the gameplay. Every NPC has their own accent, opinions, and hidden intents, and when the players wanted to interact with them, we would play out the entire conversation, word for word.
Unfortunately, the problem with this strategy is the DM's verbal skills become a bottleneck on their ability to narrate the world to their players.
First of all, it's exhausting trying to improvise a full conversation while tracking different NPC voices and perspectives. This is especially true when multiple NPCs are involved.
Second, when you the DM are picking all the words that your NPCs say, that means the player characters are socially interacting with you (the DM) and not your NPCs. Whether the NPC is an expert liar, or an experienced diplomat, or simply an intimidating brute, their dialogue will be limited to your own vocabulary, slang, and other verbal habits if you focus on word choice.
Third, and here's the kicker, we as DMs tend to overestimate our ability to communicate the world to our players. By focusing on word choice, rather than emphasizing the intent of the dialogue, we're giving the players a lot of unnecessary detail. And that can confuse your players, and distract them from the speaker's intent. Why did the NPC use this word instead of that one? Why did they say it this way? Or maybe you chose the NPC's words because they are implying something, and none of your players picked it up.
The solution:
The game will become smoother for both you and your players once you focus on the intent of the words and less on the form. Summarize. Get to the point. Most of the time, the formal word choice doesn't matter, and only serves as an obstacle to narration. Don't read out what your NPC says; tell the players what the NPC means to say, and let them figure it out.
If you still want to roleplay as the NPCs, then there is a convenient hybrid approach. Roleplay the first few lines of speech, such as greetings and openers, and then, as the DM, you summarize the rest of the dialogue. This solution is handy because you get both benefits: you establish the flavor of the NPC by briefly speaking as them, and then you return to the narrator role and have more freedom in communicating to the players.
The OP clearly wants word choice to indicate important characteristics of NPCs. This might be because it adds a flavor he wants for the character, or it may be a clue to an important plot point. On the spectrum of "role play or roll play" the OP is asking about how to better use their language and speech while GMing.
– Kieran Mullen
Sep 2 at 4:39
@KieranMullen That is understandable, however that does not mean roleplaying every minor dialogue word-for-word; instead they can describe those characteristics and highlight the aspects that are relevant to the narrative.
– Mike Q
Sep 2 at 11:09
add a comment |Â
up vote
8
down vote
accepted
Unless the literal words are important to moving your game forward, you should summarize the majority of NPC dialogue.
I've been recently dealing with this issue in my games, where the in-game word choices (of NPCs, journals, and such) were interfering with the gameplay. Every NPC has their own accent, opinions, and hidden intents, and when the players wanted to interact with them, we would play out the entire conversation, word for word.
Unfortunately, the problem with this strategy is the DM's verbal skills become a bottleneck on their ability to narrate the world to their players.
First of all, it's exhausting trying to improvise a full conversation while tracking different NPC voices and perspectives. This is especially true when multiple NPCs are involved.
Second, when you the DM are picking all the words that your NPCs say, that means the player characters are socially interacting with you (the DM) and not your NPCs. Whether the NPC is an expert liar, or an experienced diplomat, or simply an intimidating brute, their dialogue will be limited to your own vocabulary, slang, and other verbal habits if you focus on word choice.
Third, and here's the kicker, we as DMs tend to overestimate our ability to communicate the world to our players. By focusing on word choice, rather than emphasizing the intent of the dialogue, we're giving the players a lot of unnecessary detail. And that can confuse your players, and distract them from the speaker's intent. Why did the NPC use this word instead of that one? Why did they say it this way? Or maybe you chose the NPC's words because they are implying something, and none of your players picked it up.
The solution:
The game will become smoother for both you and your players once you focus on the intent of the words and less on the form. Summarize. Get to the point. Most of the time, the formal word choice doesn't matter, and only serves as an obstacle to narration. Don't read out what your NPC says; tell the players what the NPC means to say, and let them figure it out.
If you still want to roleplay as the NPCs, then there is a convenient hybrid approach. Roleplay the first few lines of speech, such as greetings and openers, and then, as the DM, you summarize the rest of the dialogue. This solution is handy because you get both benefits: you establish the flavor of the NPC by briefly speaking as them, and then you return to the narrator role and have more freedom in communicating to the players.
The OP clearly wants word choice to indicate important characteristics of NPCs. This might be because it adds a flavor he wants for the character, or it may be a clue to an important plot point. On the spectrum of "role play or roll play" the OP is asking about how to better use their language and speech while GMing.
– Kieran Mullen
Sep 2 at 4:39
@KieranMullen That is understandable, however that does not mean roleplaying every minor dialogue word-for-word; instead they can describe those characteristics and highlight the aspects that are relevant to the narrative.
– Mike Q
Sep 2 at 11:09
add a comment |Â
up vote
8
down vote
accepted
up vote
8
down vote
accepted
Unless the literal words are important to moving your game forward, you should summarize the majority of NPC dialogue.
I've been recently dealing with this issue in my games, where the in-game word choices (of NPCs, journals, and such) were interfering with the gameplay. Every NPC has their own accent, opinions, and hidden intents, and when the players wanted to interact with them, we would play out the entire conversation, word for word.
Unfortunately, the problem with this strategy is the DM's verbal skills become a bottleneck on their ability to narrate the world to their players.
First of all, it's exhausting trying to improvise a full conversation while tracking different NPC voices and perspectives. This is especially true when multiple NPCs are involved.
Second, when you the DM are picking all the words that your NPCs say, that means the player characters are socially interacting with you (the DM) and not your NPCs. Whether the NPC is an expert liar, or an experienced diplomat, or simply an intimidating brute, their dialogue will be limited to your own vocabulary, slang, and other verbal habits if you focus on word choice.
Third, and here's the kicker, we as DMs tend to overestimate our ability to communicate the world to our players. By focusing on word choice, rather than emphasizing the intent of the dialogue, we're giving the players a lot of unnecessary detail. And that can confuse your players, and distract them from the speaker's intent. Why did the NPC use this word instead of that one? Why did they say it this way? Or maybe you chose the NPC's words because they are implying something, and none of your players picked it up.
The solution:
The game will become smoother for both you and your players once you focus on the intent of the words and less on the form. Summarize. Get to the point. Most of the time, the formal word choice doesn't matter, and only serves as an obstacle to narration. Don't read out what your NPC says; tell the players what the NPC means to say, and let them figure it out.
If you still want to roleplay as the NPCs, then there is a convenient hybrid approach. Roleplay the first few lines of speech, such as greetings and openers, and then, as the DM, you summarize the rest of the dialogue. This solution is handy because you get both benefits: you establish the flavor of the NPC by briefly speaking as them, and then you return to the narrator role and have more freedom in communicating to the players.
Unless the literal words are important to moving your game forward, you should summarize the majority of NPC dialogue.
I've been recently dealing with this issue in my games, where the in-game word choices (of NPCs, journals, and such) were interfering with the gameplay. Every NPC has their own accent, opinions, and hidden intents, and when the players wanted to interact with them, we would play out the entire conversation, word for word.
Unfortunately, the problem with this strategy is the DM's verbal skills become a bottleneck on their ability to narrate the world to their players.
First of all, it's exhausting trying to improvise a full conversation while tracking different NPC voices and perspectives. This is especially true when multiple NPCs are involved.
Second, when you the DM are picking all the words that your NPCs say, that means the player characters are socially interacting with you (the DM) and not your NPCs. Whether the NPC is an expert liar, or an experienced diplomat, or simply an intimidating brute, their dialogue will be limited to your own vocabulary, slang, and other verbal habits if you focus on word choice.
Third, and here's the kicker, we as DMs tend to overestimate our ability to communicate the world to our players. By focusing on word choice, rather than emphasizing the intent of the dialogue, we're giving the players a lot of unnecessary detail. And that can confuse your players, and distract them from the speaker's intent. Why did the NPC use this word instead of that one? Why did they say it this way? Or maybe you chose the NPC's words because they are implying something, and none of your players picked it up.
The solution:
The game will become smoother for both you and your players once you focus on the intent of the words and less on the form. Summarize. Get to the point. Most of the time, the formal word choice doesn't matter, and only serves as an obstacle to narration. Don't read out what your NPC says; tell the players what the NPC means to say, and let them figure it out.
If you still want to roleplay as the NPCs, then there is a convenient hybrid approach. Roleplay the first few lines of speech, such as greetings and openers, and then, as the DM, you summarize the rest of the dialogue. This solution is handy because you get both benefits: you establish the flavor of the NPC by briefly speaking as them, and then you return to the narrator role and have more freedom in communicating to the players.
answered Sep 1 at 18:46


Mike Q
8,21831659
8,21831659
The OP clearly wants word choice to indicate important characteristics of NPCs. This might be because it adds a flavor he wants for the character, or it may be a clue to an important plot point. On the spectrum of "role play or roll play" the OP is asking about how to better use their language and speech while GMing.
– Kieran Mullen
Sep 2 at 4:39
@KieranMullen That is understandable, however that does not mean roleplaying every minor dialogue word-for-word; instead they can describe those characteristics and highlight the aspects that are relevant to the narrative.
– Mike Q
Sep 2 at 11:09
add a comment |Â
The OP clearly wants word choice to indicate important characteristics of NPCs. This might be because it adds a flavor he wants for the character, or it may be a clue to an important plot point. On the spectrum of "role play or roll play" the OP is asking about how to better use their language and speech while GMing.
– Kieran Mullen
Sep 2 at 4:39
@KieranMullen That is understandable, however that does not mean roleplaying every minor dialogue word-for-word; instead they can describe those characteristics and highlight the aspects that are relevant to the narrative.
– Mike Q
Sep 2 at 11:09
The OP clearly wants word choice to indicate important characteristics of NPCs. This might be because it adds a flavor he wants for the character, or it may be a clue to an important plot point. On the spectrum of "role play or roll play" the OP is asking about how to better use their language and speech while GMing.
– Kieran Mullen
Sep 2 at 4:39
The OP clearly wants word choice to indicate important characteristics of NPCs. This might be because it adds a flavor he wants for the character, or it may be a clue to an important plot point. On the spectrum of "role play or roll play" the OP is asking about how to better use their language and speech while GMing.
– Kieran Mullen
Sep 2 at 4:39
@KieranMullen That is understandable, however that does not mean roleplaying every minor dialogue word-for-word; instead they can describe those characteristics and highlight the aspects that are relevant to the narrative.
– Mike Q
Sep 2 at 11:09
@KieranMullen That is understandable, however that does not mean roleplaying every minor dialogue word-for-word; instead they can describe those characteristics and highlight the aspects that are relevant to the narrative.
– Mike Q
Sep 2 at 11:09
add a comment |Â
up vote
13
down vote
If there is something that I want phrased perfectly (like a rousing speech or a villain's monologue) I'll make notes and sometimes even rehearse. I imagine you could apply the same practices if it's a more generally thing, like a style of speech or an accent.
7
Or another way to put this: acting is hard work, and takes practice. The OP is essentially asking about gaining acting and presentation skills.
– Neil Slater
Sep 1 at 17:02
add a comment |Â
up vote
13
down vote
If there is something that I want phrased perfectly (like a rousing speech or a villain's monologue) I'll make notes and sometimes even rehearse. I imagine you could apply the same practices if it's a more generally thing, like a style of speech or an accent.
7
Or another way to put this: acting is hard work, and takes practice. The OP is essentially asking about gaining acting and presentation skills.
– Neil Slater
Sep 1 at 17:02
add a comment |Â
up vote
13
down vote
up vote
13
down vote
If there is something that I want phrased perfectly (like a rousing speech or a villain's monologue) I'll make notes and sometimes even rehearse. I imagine you could apply the same practices if it's a more generally thing, like a style of speech or an accent.
If there is something that I want phrased perfectly (like a rousing speech or a villain's monologue) I'll make notes and sometimes even rehearse. I imagine you could apply the same practices if it's a more generally thing, like a style of speech or an accent.
answered Sep 1 at 13:03
TempestLOB
1312
1312
7
Or another way to put this: acting is hard work, and takes practice. The OP is essentially asking about gaining acting and presentation skills.
– Neil Slater
Sep 1 at 17:02
add a comment |Â
7
Or another way to put this: acting is hard work, and takes practice. The OP is essentially asking about gaining acting and presentation skills.
– Neil Slater
Sep 1 at 17:02
7
7
Or another way to put this: acting is hard work, and takes practice. The OP is essentially asking about gaining acting and presentation skills.
– Neil Slater
Sep 1 at 17:02
Or another way to put this: acting is hard work, and takes practice. The OP is essentially asking about gaining acting and presentation skills.
– Neil Slater
Sep 1 at 17:02
add a comment |Â
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What is your native language, by the way?
– enkryptor
Sep 1 at 14:45
@enkryptor My native language is English
– Zer0ah
Sep 1 at 15:34
Do player characters in all your games speak English?
– enkryptor
Sep 1 at 15:37
My player characters don’t in fiction, my the players controlling them do, if that makes sense
– Zer0ah
Sep 1 at 21:53