Am I the only one getting a bunch of ttrpg feels from
@mutinyc 's #
TheoryMutiny posts on How to Do Things With Words (J.L. Austin)? Tabletop is one of those activities where the performative can be a matter of (fictional) life and death, and where words that do things, who can do things for which game elements and so on is fundamental and much-discussed. Much of the time performative language is informal or conventionalized, like "I roll for initiative." A few games, like Ben Lehman's Polaris (2005), formalize ritual language in a way I haven't seen done before or since. (Correct me if I'm wrong on this, of course--Polaris appears to have an odd place in the tabletop family tree, influential in its time yet so unique it's evidently on its own branch with few if any sprouts. I guessing lots of younger players have no idea what it is.) Playing around with these concepts of the constative, locutionary, illocutionary, etc. would probably have interesting implications for design.