On 3 April 2013 15:47, Daniel Demski <
dran...@gmail.com> wrote:
> I haven't been diligent lately in writing up detailed reports on sessions,
> which is unfortunate since we've been messing around with the rules quite a
> bit. In the most recent game we basically played with scores on the sentence
> cards roughly determined by how many coinings or other moves would be
> required to translate the sentence. The group sentence would not appear
> until one individual sentence had been translated,
What was the rationale behind that?
> and the group sentence
> was drawn out of a pile of sentences with higher point values (around eight
> instead of five I believe). But we dawdled too long deciding on rules and
> then it also took a long time for anyone to draw a word order, so nobody
> 'officially' translated any sentence. We called 'game' at the end of a round
> after it started to get late, and scores were based on complement cards and
> 1 point per successful charade guess. Two of the players hadn't gifted any
> complement cards and I felt overall scores were random and nobody was really
> invested in them. The language itself had its fun moments though of course.
> But there were a couple points at which a player used the 'explain meaning'
> segment of their turn to well, give their word a second, unrelated meaning,
> and other players (me) tried to object.
Well, semantic extension càn do that. For instance, I came by chance
across
https://en.wiktionary.org/wiki/%E0%A4%97%E0%A5%8B#Sanskrit
recently.
This may be too academic a distinction for a context where feelings
are getting bruised, but I'd imagine the standard where these
extensions are "okay" if the extender can give a justification
relating them (and if it's a tenuous story, well, all the richer for
the cultural setting at least).
> Objecting to a player's own
> understanding of a word can become offensive. Apparently even trying to
> 'explain' how a word could have such a duplicitous meaning can be offensive,
> though I'd never want to discourage such explanations as that's a big part
> of the gameplay to me.
I'm surprised that you call it _offensive_. That seems to suggest
much more personal investment in one's own vision for the game
language than has been the case in the games I've played, a degree of
investment that's strange for a cooperative game.
> There were two main conclusions after the game:
>
> 1) In the course of playing the game, I feel we've somewhat inconsistently
> used the following "unspoken rules" which should either be adopted as
> official rules or officially not adopted.
>
> a) A person is right about their own word, even if they're being
> contradictory or bizarre.
You'll be aware of the 'eventual consensus in charades determines the
meaning of the word, even if it's not what the proposer wanted'
convention; that seems at variance to this. It hasn't come up for me
that the guesser is so resentful at being misunderstood as to be
offended.
Bizarre is fine. Contradictory is hard to work with.
I'm also not super-keen on the idea that who coined each word should
be a formal part of the gamestate, or even a formal informal one.
Sometimes I forget who was originally responsible for certain words,
and games in which that happen I figure tend to be those in which the
language has best taken on a character of its own, as opposed to being
an uncohering patchwork.
> b) All the language structure is out there on the board. Adding distinctions
> isn't *discovering* parts of the language, it's *adding* them.
>
> c) Any distinction can be introduced by coining — tense, number, size,
> whatever — but a card is needed in order to *require* that distinction the
> way English requires plural.
You have in mind, like, sneaking in inflectional processes through the
lexical back door?
> Rule (a) could be problematic given the amount we allow people to specify,
> but I figure worst case they make their own sentence less workable. Problems
> I expect are words which are given very unnatural constraints, most
> frequently 'never used metaphorically' (we've had an aweful lot of words
> similar to "like pick up / carry / hold, but only when done with your own
> hands")
Calls for a specialised "add metaphorical use" card, maybe.
> or maybe "only used in 1st person" (which is actually kinda
> interesting). This rule is also a little contrary to the
> collective-consensus methods encouraged by the miming part. (We emphasize
> the miming by writing down the 'correct' guess of the word's meaning as the
> first and core meaning, though it's altered pretty thoroughly by the
> coiner's description.) But I don't know how to come down consistently on the
> consensus side rather than the individual side. I'd like like to say
> something like, if people accept a word being used a particular way, that
> becomes the official use. But I've never figured out how to make that work.
I guess one of the things it depends on is what "accepting" a use of a
word amounts to.
> Rule (b) implies a word order card should be out immediately. We'll be
> drawing that at random. There's also a default whatever-works grammar. I'd
> like to say people are free to decide how to say things via discussion, but
> I don't think all my players would cooperate with or accept that rule. It's
> possible the game can work with the opposite of rule (b) in play; that would
> mean nobody knows at the start whether just saying a particular word or
> phrase is allowed - does it require tenses? agreement? but I've never
> seriously pursued this interpretation of the game and I think it just makes
> people feel uncertain for a while and then stops mattering.
When I read your above description of the problem, I had the slightly
less pure idea of stacking the deck by pulling out one card of each
essential sort, shuffling this up with maybe a few other filler cards,
and putting it on top of the main deck at game start. Would ensure a
word order comes out quickly (unless someone is so uncooperative as to
discard it).
But more broadly, on (b), as you're driving at, it's strange to
imagine the strict form ("all the rules of the language are present in
the cards played") being good bedfellows with the way the card-state
starts from zero that the current Glossotechnia rules has. This isn't
the first problem it has caused: Jim's pages already suggest a
workaround for the phonology starting from zero.
A drastic possibility: reframe the game so that playing a card is
always a change to the language, as opposed to a welded-on creation.
If this was adopted, it's conceptually purest to just have one extra
deck, or other such mechanism, to set up a bare-minimal usable initial
language (phonological inventory, set of morphological categories,
syntax, ...), though that's admittedly ungainly. Indeed, my own
aesthetic predilections would go further and make it so that all the
changes on cards are meant to be reasonable diachronic-style ones, not
the "we were SOV? now we're VOS because I say so" form. This is an
extension of the thing about phonology I've suggested before.
Given the special treatment of lexis (or more generally _forms_ of
morphemes) already, in the existence of the word-coining phase, it
could reasonably remain as a "discovery" part of the game even if the
cards weren't.
> Rule (c) I'm a little hesitant about overall. I think there needs to be an
> explicit policy something like it in order to keep people from basically
> waiting for the right cards, but I enjoy obligatory stuff and this cuts down
> on it.
>
> 2) Scoring needs to be possible earlier; people get bored trying to build
> their sentence. Tonight we'll be playing with "natural semantic
> metalanguage" cards as the first goal cards. I actually haven't decided
> quite how this will work yet, but the idea is to have word, then phrase,
> then sentence goal cards, worth progressive point amounts. Aughh I just know
> I'm going to get lazy/busy and not make all those cards. At the moment I'm
> writing this post instead.
Hah, a use for NSM! (You may recall that I'm skeptical that NSM has
anything to offer to the actual study of semantics in human language,
aside from to demonstrate our ability to win very strict games of
Taboo(TM).)
Except that maybe the targets for word cards should be something a
little less atomic. Words of the sort that are likely to reward
having derivational operations, as opposed to just being things you
can charade out and be done with in a turn.
How'd it go, anyway?
> We're also writing funny phrases on the complement cards, like "neat-o" and
> "tubular" and hopefully some things in other languages.
Alex