Week 9 Session: The message-template workshop
Writing deceptive and helpful message templates for five dangerous locations, using only a fixed, templated vocabulary
26 April 2027
Before the session#
Pick five moments from any game (a hidden item, a fatal drop, an ambush, a secret wall, a fake-safe room) that a stranger passing through wouldn’t yet know about.
In the session#
Design a fixed vocabulary — a small set of templated phrases and blanks, Dark Souls’ own system is the reference — then write, for each of your five locations, one message using that vocabulary that would genuinely help a stranger and one that would deceive them, using the identical words where possible. Trade with a partner: can they tell, from the message alone, which is which? If they can, the vocabulary is carrying more certainty than the system should allow.
Afterwards#
Keep the vocabulary itself, not just the ten messages — a restricted phrase set that can express both help and cruelty in the same words is the actual design object this week studies.
The spec
What you bring to the session. Written so a reader can tell whether it has been met without asking you.
- your five locations each get one message that reads as helpful and one that reads as deceptive, using the same restricted vocabulary
- a reader who hasn't seen the location can't tell which of your two messages is honest, only what each one claims
Teaching team
- Marisol Quaye — convenor