The Ballad of John Crawford

Following the success of our last game of Dialect the previous month and once again in a one-week hiatus of our usual Friday Dungeons & Dragons game, I hosted a second remote game of this strange “soft” RPG with linguistics and improv drama elements.

Thieves’ Cant

Our backdrop to this story was Portsmouth in 1834, where we were part of a group – the Gunwharf Ants – who worked as stevedores and made our living (on top of the abysmal wages for manual handling) through the criminal pursuit of “skimming a little off the top” of the bulk-break cargo we moved between ships and onto and off the canal. These stolen goods would be hidden in the basement of nearby pub The Duke of Wellington until they could be safely fenced, and this often-lucrative enterprise made us the envy of many of the docklands’ other criminal gangs.

I played Katie – “Kegs” to her friends – the proprietor of the Duke (since her husband’s death) and matriarch of the group. I was joined by Nuek (Alec), a Scandinavian friend with a wealth of criminal experience, John “Tuck” Crawford (Matt), adoptee of the gang and our aspiring quartermaster, and “Yellow” Mathias Hammond (Simon), a navy deserter who consistently delivers better than he expects to.

Thieves' Cant tableau at the end of a game of Dialect, with cards strewn around the table.
Our second tableau was somehow more-chaotic than the first, even after I accidentally removed several cards before taking this picture!

While each of us had our stories and some beautiful and hilarious moments, I felt that we all quickly converged on the idea that the principal storyline in our isolation was that of young Tuck. The first act was dominated by his efforts to proof himself to the gang, and – with a little snuff – shake off his reputation as the “kid” of the group and gain acceptance amongst his peers. His chance to prove himself with a caper aboard the Queen Anne went proper merry though after she turned up tin-ful and he found himself kept in a second-place position for years longer. Tuck – and Yellow – got proofed eventually, but the extra time spent living hand-to-mouth might have been what first planted the seed of charity in the young man’s head, and kept most of his numbers out of his pocket and into those of the families he supported in the St. Stevens area.

The second act turned political, as Spiky Dave, leader of the competing gang The Barbados Boys, based over Gosport way, offered a truce between the two rivals in exchange for sharing the manpower – and profits – of a big job against a ship from South Africa… with a case of diamonds aboard. Disagreements over the deal undermined Kegs’ authority over the Ants, but despite their March it went ahead anyway and the job was a success. Except… Spiky Dave kept more than his share of the loot, and agreed to share what was promised only in exchange for the surrender of the Ants and their territory to his gang’s rulership.

We returned to interpersonal drama in the third act as Katie – tired of the gang wars and feeling her age – took perhaps more than her fair share of the barrel (the gang’s shared social care fund) and bought herself clearance to leave aboard a ship to a beachside retirement in Jamaica. She gave up her stake in the future of the gang and shrugged off their challenges in exchange for a quiet life, leaving Nuek as the senior remaining leader of the group… but Tuck the owner of the Duke of Wellington. The gang split into those that integrated with their rivals and those that went their separate ways… and their curious pidgin dissolved with them. Well, except for a few terms which hung on in dockside gang chatter, screeched amongst the gulls of Portsmouth without knowing their significance, for years to come.

Crop from Fine View of 1798 The Gunwharf Portsmouth Dockyard by E G Burrows

Playing Out

Despite being fundamentally the same game and a similar setting to when we played The Outpost the previous month, this game felt very different. Dialect is versatile enough that it can be used to write… adventures, coming-of-age tales, rags-to-riches stories, a comedies, horror, romance… and unless the tone is explicitly set out at the start then it’ll (hopefully) settle somewhere mutually-acceptable to all of the players. But with a new game, new setting, and new players, it’s inevitable that a different kind of story will be told.

But more than that, the backdrop itself impacted on the tale we wove. On Mars, we were physically isolated from the rest of humankind and living in an environment in which the necessities of a new lifestyle and society necessitates new language. But the isolation of criminal gangs in Portsmouth docklands in the late Georgian era is a very different kind: it’s a partial isolation, imposed (where it is) by its members and to a lesser extent by the society around them. Which meant that while their language was still a defining aspect of their isolation, it also felt more-artificial; deliberately so, because those who developed it did so specifically in order to communicate surreptitiously… and, we discovered, to encode their group’s identity into their pidgin.

Prison Hulks in Portsmouth Harbour by Ambrose-Louis Garneray

While our first game of Dialect felt like the language lead the story, this second game felt more like the language and the story co-evolved but were mostly unrelated. That’s not necessarily a problem, and I think we all had fun, but it wasn’t what we expected. I’m glad this wasn’t our first experience of Dialect, because if it were I think it might have tainted our understanding of what the game can be.

As with The Outpost, we found that some of the concepts we came up with didn’t see much use: on Mars, the concept of fibs was rooted in a history of of how our medical records were linked to one another (for e.g. transplant compatibility), but aside from our shared understanding of the background of the word this storyline didn’t really come up. Similarly, in Thieves Cant’ we developed a background about the (vegan!) roots of our gang’s ethics, but it barely got used as more than conversational flavour. In both cases I’ve wondered, after the fact, whether a “flashback” scene framed from one of our prompts might have helped solidify the concept. But I’m also not sure whether or not such a thing would be necessary. We seemed to collectively latch onto a story hook – this time around, centred around Matt’s character John Crawford’s life and our influences on it – and it played out fine.

And hey; nobody died before the epilogue, this time!

I’m looking forward to another game next time we’re on a D&D break, or perhaps some other time.

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We Are The Martians

This week our usual Dungeons & Dragons group took a week off while our DM recovered from a long and tiring week. As a “filler”, I offered to facilitate a game of Dialect: A Game About Language and How It Dies, from Thorny Games, who I discovered through a Metafilter post about their latest free print-and-play game, Sign: A Game about Being Understood. Yes, all of their games about about language and communication; what of it?

Dialect

Dialect could be described as a rules-light, GM-less (it has a “facilitator” role, but they have no more authority than any player on anything), narrative-driven/storytelling roleplaying game based on the concept of isolated groups developing their own unique dialect and using the words they develop as a vehicle to tell their stories.

Dialect's rulebook and card deck.
It’s also super-pretty to leaf through and hold.

This might not be the kind of RPG that everybody likes to play – if you like your rules more-structured, for example, or you’re not a fan of “one-shot”/”beer and pretzels” gaming – but I was able to grab a subset of our usual roleplayers – Alec, Matt R, Penny, and I – and have a game (with thanks to Google Meet for videoconferencing and Roll20 for the virtual tabletop: I’d have used Foundry but its card support is still pretty terrible!).

The Outpost

A game of Dialect begins with a backdrop – what other games might call a scenario or adventure – to set the scene. We opted for The Outpost, which put the four of us among the first two thousand humans to colonise Mars, landing in 2045. With help from some prompts provided by the backdrop we expanded our situation in order to declare the “aspects” that would underpin our story, and then expand on these to gain a shared understanding of our world and society:

  • Refugees from plague: Our expedition left Earth to escape from a series of devastating plagues that were ravaging the planet, to try to get a fresh start on another world.
  • Hostile environment: Life on Mars is dominated by the ongoing struggle for sufficient food and water; we get by, but only thanks to ongoing effort and discipline and we lack some industries that we haven’t been able to bootstrap in the five years we’ve been here (we had originally thought that others would follow).
  • Functionalist, duty-driven society: The combination of these two factors led us to form a society based on supporting its own needs; somewhat short of a caste system, our culture is one of utilitarianism and unity.
Finished game board from The Outpost backdrop of our game of Dialect.
Our finished game board, or tableau.

It soon became apparent that communication with Earth had been severed, at least initially, from our end: radicals, seeing the successes of our new social and economic systems, wanted to cement our differences by severing ties with the old world. And so our society lives in a hub-and-spoke cave system beneath the Martian desert, self-sustaining except for the need to send rovers patrolling the surface to scout for and collect valuable surface minerals.

In this world, and prompted by our cards, we each developed a character. I was Jeramiah, the self-appointed “father” of the expedition and of this unusual new social order, who remembers the last disasters and wars of old Earth and has revolutionary plans for a better world here on Mars, based on controlled growth and a planned economy. Alec played Sandy – “Tyres” to their friends – a rover-driving explorer with one eye always on the horizon and fresh stories for the colony brought back from behind every new crater and mountain. Penny played Susie, acting not only as the senior medic to the expedition but something more: sort-of the “mechanic” of our people-driven underground machine, working to keep alive the genetic records we’d brought from Earth and keep them up-to-date as our society eventually grew, in order to prevent the same kinds of catastrophe happening here. “Picker” Ben was our artist, for even a functionalist society needs somebody to record its stories, celebrate its accomplishments, and inspire its people. It’s possible that the existence of his position was Jeramiah’s doing: the two share a respect for the stark, barren, undeveloped beauty of the Martian surface.

We developed our language using prompt cards, improvised dialogue, and the needs of our society. But the decades that followed brought great change. More probes began to land from Earth, more sophisticated than the ones that had delivered us here. They brought automated terraforming equipment, great machines that began to transform Mars from a barren wasteland into a place for humans to thrive. These changes fractured our society: there were those that saw opportunity in this change – a chance to go above ground and live in the sun, to expand across the planet, to make easier the struggle of our day-to-day lives. But others saw it as a threat: to our way of life, which had been shaped by our challenging environment; to our great social experiment, which could be ruined by the promise of an excessive lifestyle; to our independence, as these probes were clearly the harbingers of the long-promised second wave from Earth.

Even as new colonies were founded, the Martians of the Hub (the true Martians, who’d been here for yams time, lived and defibed here, not these tanning desert-dwellers that followed) resisted the change, but it was always going to be a losing battle. Jeramiah took his last breath in an environment suit atop a dusty Martian mountain a day’s drive from the Hub, watching the last of the nearby deserts that was still untouched by the new green plants that had begun to spread across the surface. He was with his friend Sandy, for despite all of the culture’s efforts to paint them as diametrically opposed leaders with different ideas of the future, they remained friends until the end. As the years went by and more and more colonists arrived, Sandy left for Phobos, always looking for a new horizon to explore. Sick of the growing number of people who couldn’t understand his language or his art, Ben pioneered an expedition to the far side of the planet where he lived alone, running a self-sustaining agri-home and exploring the hills until his dying day. We were never sure where Susie ended up, but it wasn’t Mars: she’d talked about joining humanity’s next big jump, to the moons of Jupiter, so perhaps she’s out there on one of the colonies of Titan or Europa. Maybe, low clicks, she’s even keeping our language alive out there.

Retrospective

The whole event was a lot of fun and I’m keen to repeat it, perhaps with a different group and a different backdrop. The usual folks know who they are, but if you’re not one of those and you want in next time we play, drop me a message of some kind.

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