Tortoise Tuesday: Key Terms in Dungeons and Dragons
Call me a geek, but since last summer, Iâve become steadily more obsessed with Dungeons & Dragons. Yes, thatâs the role-playing game of Stranger Things fame. Over the course of a campaign, D&D players narrate actions to their DM (Dungeon Master) and roll dice to see if the actions succeed; DMs narrate the results and shape a story. Since 1974, the gameâs been through five editions and millions of players. Naturally, then, itâs accumulated quite a lot of jargon.[1] I wonât subject you to a detailed explanation of why metagaming is bad or how you should choose a dump stat. But I do think that this kind of D&D jargonâand the process of habituating players to itâcan teach one a lot about effectively using key terms. I have in mind three particular lessons from my first campaign
1. Start with the basicsâand only the basics.
Say that youâre a brand-new D&D player, like me. When you build your first character, you need to understand a select few terms: for instance, class[2] and ability score[3]. These, after all, are terms that are directly relevant to building your character. At this early stage, you donât need to know what a luck check is or what DC stands for. If your DM tries to explain these terms to you now, youâll likely forget. The terms have nothing to do with building your character, so your focus is elsewhere.
Introducing key terms in a paper is much the same. When you decide what to define in your introduction, think about what the reader absolutely needs to know. If youâre a philosopher arguing that a diagnostic interpretation of the Florentine Codex is wrong, youâll likely want to explain what the Florentine Codex is and what a diagnostic interpretation might say. You donât need to define the key term that supports the second premise of your argument and only shows up three pages in. Doing so will make your introduction overly lengthy and probably confuse your reader.
2. Add in subsidiary key terms as needed.
Of course, this isnât to say that you, a new D&D player, will never need to know what a DC[4] is. In fact, youâll need to know almost as soon as you roll your first die! Throughout the game, a good DM will anticipate your confusion and define new terms when they become relevant.
Unsurprisingly, you should do the same in your papers. Since you often wonât define all your key terms in your introduction, youâll likely have to explain some at the start of a section or a paragraph. When you get to the second premise in your Florentine Codex argument, for instance, you might want your reader to know the Nahuatl word tlazolmiquitzli. While the term wasnât necessary for the reader to understand the broad gist of your argument, it will be necessary for them to comprehend your specific analysis.
3. Consider the evolution of your key terms.
As you progress through your D&D campaign, some terms will take on meaning beyond your DMâs original definition. For example, when you chose to play as a bard, your DM might have explained that bards were performers who had access to magic. Through your rolls and your DMâs narration, though, youâve realized that bards are also very bad at close combatâthey get hurt very easily. Because they are great at performing, persuading, and deceiving, they often serve as the âfaceâ of the party. Over the course of the story, then, the term âbardâ has gained additional meaning for you.
Likewise, key terms can (and often should) take on new meaning over the course of an argument.  Admittedly, some key terms are static: your reader wonât get much more out of âFlorentine Codexâ at the end of your essay than at the beginning. Others, however, are dynamic; this is especially true for key words that are crucial to your thesis. Your readerâs understanding of âdiagnostic interpretationâ at the start of your paper should progress as you explain what would be necessary to support such an interpretation and why those conditions do not obtain. An effective argumentative arc will make this key term evolution clearâno luck check[5]necessary.
-Natalia Zorrilla, ’23
[1] Seriously, a lot. Check out this glossary for some examples: https://dicecove.com/dnd-glossary/. Or just read the paragraph above!
[2] Your characterâs main job, like being a bard or a cleric. Some classes use magic, and others are just really good at fighting.
[3] A number that determines what your character adds or subtracts from dice rolls. For instance, if you have a Charisma ability score of 8 (very low), your character will subtract a lot from rolls that determine whether people like them.
[4] Short for Difficulty Class, this is the dice roll you need to succeed in an action. A DC 15, for example, means you need a roll of 15.
[5] A dice roll that determines how lucky your character is. With a high roll, good things happen.