Hidden Codex in TTRPG
A while ago I observe the word ‘clever’ does not mean the same thing as ‘intelligent’ but rather it is more accurately defined as some level of manipulative intelligence. Both words involve calculus. ‘Intelligence’ is a military term meaning ‘data’ and its processing. We also use it to refer to the functions of that processing, which involves psychology.
Mensa developed an “intelligence quota” test to determine pattern-recognition. It is a misnomer use of the word which has caused widespread social confusion and has dissolved an otherwise rigid cohesion in our proper use of these words.
‘Clever’ is a cunning word which is more fully revealed when we disassociate the initial letter C (traditional Hermetic symbol for ‘container for spirit’ or more simply ‘cup’) as a prefix to the suffix. We get ‘lever” which in terms of manipulation is a descriptor borrowed from mechanical kinetics and masonry, with the obvious implications. We will return to the topic of ‘the architecture of the mind’, later.
The human mind is associative. It functions by connecting items. This is how we develop neural networks which are the hardware (fast white and durable grey matter) built from the software becoming the hardware.
“Neurons which fire together, wire together.”
The incentive of the mind to make connections by flaring neurons simultaneously is what causes physical synaptic growth to connect those neurons. The incentive of the mind is comprehension of how things work. This is why we fundamentally try on pattern-recognition to navigate.
In TTRPG we can use this foundation to develop an understanding of what it is all about by lifting off the lid and having a look at what is happening beneath, and at various depths beneath, any obvious face value assumptions.
To do this we will begin by deconstructing the language and the obvious assumptions we most often make between similar-and-related items. Exploring how that plays out consequentially across the field, or rather, across the layered sheets, each of which a canvas in a slightly different context. The pattern-recognition is when items on each canvas match up with items on the other canvases despite the contexts being different at those other levels, and how it all interacts holistically even when we are unaware in our immediate conscious how it is all functioning together as a whole.
Following from the initial concept that Clever is a -lever, we will turn to analyse some of the obvious words we use regularly within the TTRPG hobby and what parallels or hidden depths may be occurring concurrently without our obvious recognition of it.
‘Players’ as ‘Layers’ with prefix P (astrological symbol for Pluto) the ending or gate of exposure and unveiling of the layers. It goes into the subconscious/unconscious or shadow-self which the mask of the Characters as a role (D&D alignment and Type) enables an opportunity to explore through the device of storytelling whatever the players imagination brings to the table and is unveiled by their characters actions.
We see this pronounced in White Wolfs World of Darkness games of persona horror (if done well), most especially Wraith the Oblivion. “A Beast I Am Lest A Beast I Become” is the slogan for Werewolf the Apocalypse and/or Vampire the masquerade.
These games emerged after the more generic approach to ‘madness’ from Chaosium Call of Cthulhu wherein a character becomes an NPC when their sanity is reduced beyond functional playability, and before Kult in which the madness can be delved more fully in that respect. All of these games can and should be played into the madness so that the madness creates the rules of physics for the storyline to progress.
DungeonMaster is of course is a BDSM term as well as a Dungeons&Dragons term. The crossover is obvious.











