Just yesterday I was reading this blog post about evocative names for attributes.
Unfortunately, I lost track of it, but it reminded me of the importance of language.
Without sacrificing functionality, we should try to use more evocative names for things.
Driving to work this morning, I realized that advantage and disadvantage sounds rather mechanical. After all, it’s part of the 5e D&D system… a “non-copyrightable” game mechanic that I love and use frequently. So much, in fact, that it does nothing for me, aside from designating a particular rule.
From now on, I think I’m going to call “advantage” favor, favored, favored by the Gods, the Gods have shown you favor, etc. Similarly, “disadvantage” will be referred to as ill-favor, ill-favored, ill-favored by the Gods, the Gods are displeased with you, and so forth.
Not only does it sound less like a game mechanic, but it also evokes notions such as fate, destiny, divine providence, and that the Gods are always watching, occasionally sticking a hand or tentacle into the mix, influencing events. It makes whatever results (after the dice have been rolled), seem like they were ordained by higher forces, hinting at the oracular power of random dice rolls.
This blog post wasn’t earth-shocking or anything, just an idea I had.