Skip to content

Consistency in terms of names, descriptions etc.

kangaxxkangaxx Member Posts: 681
I would love to see the game being more consistent: Why do we need three different names for the same thing: Lycanthropes, Werewolves, Wolfweres? Keep it simple, devs — or are they different?

Comments

  • TanthalasTanthalas Member Posts: 6,738
    edited July 2012
    All those terms can mean different things actually. I'm not sure if I'm correct here but it goes like this:

    Lycanthrope - humans that can transform into an animal or gain animal characteristics. Although the term should be used only for humans that transform into wolves, its has been used to describe humans transforming into any kind of animal.

    Werewolf - Human that can turn into a wolf.

    Wolfwere - Wolf that can turn into a human.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited July 2012
    @Tanthalas has it mostly right. This is all part of the mythos.

    Although, there would be a huge debate on this first point if this was a philosophy board. I believe that the original werewolf myth originated from a Jackal attack. There is a theory of reference called the 'causal theory of reference' which claims that the objects of our references are different than the descriptive definitions that we attribute to them. By this theory a 'werewolf' and a 'Lycanthrope' are actually talking only about Jackals.

    However, the theory allows multiple historically linked causal chains and it is reasonably likely we can terminate this one in the 2ed Monster Manual which makes the second two distinctions. But, I'm fairly certain that they use the term 'Lycanthrope' to describe that whole class of beasts (which may or may not include wolfwares). (aside, I can imagine a cyberpunk setting where 'wolfware' is some sort of augmentation that makes cyber more wolf-like.)

    But even here we're not quite done because there might be a logical contradiction in saying "Human that can turn into a wolf." (as well as the wolfware description.) This is not Tanthalas' fault. I believe that's the basic description. However, it might be argued that what it 'means' to be a human is to not be a wolf. To make this more clear, ask if it is possible that in some bizarre alternate universe, you could be a chair. This relies on the concept Kripke--generally considered a founder of the causal theory though he eschews all theories as a matter of practice--called an 'a posteriori necessity'. That is, there are necessary truths that we can discover empirically (systematic scientific observation and experimentation) just as there are mathematically necessary proofs we can discover rationally (basically by thinking about it). He equates the possibility that an x (say, me) can be a y (say, a wolf) given that x does not = y (I am not a wolf). If it is possible that an x can be a y, then an x IS, necessarily a y (it looks like an algebra equation for this very reason. The difference is that we discover empirically rather than define conceptually that one thing is different than the other.)

    Interestingly, this basic logic is generally considered the only reasonable defense for dualism in contemporary philosophy of mind. This would be good for the philosophy of D&D as it takes a type of mind/body dualism for granted if it weren't for the fact that it precludes not just werewolf and wolfwares as described but also ghosts and specters.

    If we're going to be "consistent" we're going to need to go into a lot more detail than most people can stomach. :)

    *that the mind is something distinct from a physical body. D&D assumes Cartesian dualism that assumes conscious free will and the possibility for the separation of the mind and body. The current version in vogue today is known as epiphenomenalism which doesn't allow conscious free will--you could think of conscious experience as akin to the steam/waste of a locomotive--nor does it allow separation as it takes conscious experience to depend on changes in a physical system (body/brain).
    Post edited by Grammarsalad on
  • smeagolheartsmeagolheart Member Posts: 7,963
    All those terms can mean different things actually. I'm not sure if I'm correct here but it goes like this:

    Lycanthrope - humans that can transform into an animal or gain animal characteristics. Although the term should be used only for humans that transform into wolves, its has been used to describe humans transforming into any kind of animal.

    Werewolf - Human that can turn into a wolf.

    Wolfwere - Wolf that can turn into a human.
    so why is there a whole island of wolves that turn to people?
  • WinthalWinthal Member Posts: 366
    @smeagolheart I'm abit rusty on this since it was a few years ago I played through TotSC, but wasn't the island divided up into two camps - the human village were werewolves - humans that had arrived on the island a long time ago and somehow been infected with lyncanthropy - and the more "wild" wolves outside the town gates that were wolfweres, wolves that turn into humans to lure prey.
  • agrisagris Member Posts: 581
    I might be in the minority here, and who is to say the original intention of the writers, but I really like multiple ways to describe the same thing. When done intentionally, it reflects a region / people's different conceptualization of a person/place/thing, which is great for making the world feel more fleshed out. That being said, standardization in spell /item descriptions is essential I feel (barring any narrative/other reason to deviate).
Sign In or Register to comment.