Hanlon Has Happened

Finishing from the previous session, participants in the game of Dungeons and Dragons that I had been running at the local public library had their players make final attempts to extricate themselves from the dungeon into which they had paritally penetrated. Following the conclusion of play, participants were asked their opinions of the program and its contents, as well as for ideas for future such offerings, should any be made. Given the completion of another narrative arc, characters were permitted to advance to the next level of achievement, and participants were given their materials as something resembling a parting gift (they had previously been in my possession).

Time to put the books away…
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Having previously conferred with library administration, I can report that it is likely the program will be renewed in the fall term, with specific dates to be determined. It may be that some game other than Dungeons & Dragons will be on offer; it may also be that other groups will be branched out from that which played at my table these past several months. More details than just the dates are yet to be determined, although I am pleased that there is room for the program to continue and for me to remain engaged with it.

As has often been the case in the past when I have concluded a session with students–and the participants in the library’s game have been students, overt educational objectives having been addressed with them by request–I have some reflection to offer. One piece of it is that, should I do such a program again, I will approach it with a clearer and more focused educational agenda. It is easy for me to forget how to deal with participants at the ages with which I worked these past months; my teaching experience had been focused on older students almost exclusively, and it has been thirty years and more since I was the age those most recently at my table are. I do think the question about setting posed late in what might well be called a term–why the neo/medieval(ist) as a dominant setting for Dungeons & Dragons and for TTRPGs, more generally–is a good one; I also think the ponerological question from long before is a good one. (Indeed, play began to move back to consideration of the nature of evil as things went on; I could wish there had been more time to explore it.) There are others, to be certain, and I have time to consider one or more of them before any new program begins.

I think also that I need to go into things with a clearer sense of the narrative I want to address. If I am being honest, a lot of what I did with the kids was flying by the seat of my pants; I did not have as much planned as I probably ought to have had, and there were some times, as I believe I have noted, when I was flatly stalling for time with the participants. In the past, when I have run games, I have generally done so with firmer ideas of what was happening and what could happen; I have done a lot of planning for things, a lot of scripting, a lot of determining what would happen in the world absent the actions of my players’ characters. I did not do so this time, and it left me a bit out of my element. Again, though, I have time to prepare in advance of future programs, and there are definitely some ideas that came up in what I improvised for the participants these past several months that I would like to revisit and expand upon in some detail. What those are, of course, I cannot here say; it is possible that some or all of the recent participants will return for future games, and I do not want to spoil the surprise for them. Part of the value of the story is a sense of wonder, and surprise helps develop such a sense. It’s not the only thing that does, admittedly, but it is one thing that does.

(It might be worth noting here that I do not mean to adapt the Realm of the Elderlings for TTRPG purposes. It might well be thought that I would do so; I am more than passingly familiar with the corpus and its contents, after all, and there is no small worth in the old advice to “Write what you know.” So much said, however, I do find my gaming useful as a diversion from the other things that I do, even if it is often related to them, and it is good to get away from my everyday. Too, it would be obvious, and I do try not to be quite that obvious.)

There are things I think I did well with the participants and which I hope to do again. While it is the case that more than one of them was more concerned with the character looking cool than doing well, and more than one of them thought that a starting character would be able to perform legendary feats as easily as breathing, I did work to let characters attempt things that I knew had no actual chance of success, to not quash the ideas without taking the chance on them–and, when it was actually sufficiently well explained and justified, letting the dice let things happen. It resulted in some interesting happenings during the campaign, providing some entertainment that would not otherwise have occurred–and the game is, fundamentally, about entertainment, even as it does do a number of other things for those who participate in it. And I do think that I offered those players who wanted to avail themselves of it the chance to deepen and refine their characters beyond the surface-level concerns of stats and equipment; there was development on display, and I am glad to have facilitated it.

More importantly, I contributed to the delinquency of minors helped a new generation of gamers get started in a hobby that has been a source of joy and community for me for decades. I have helped them to take some of their early steps into a broader world, one that reaches back more than fifty years and has, in my experience and others’, fostered a worldwide community that comes together, yes, to roll dice and tell lies, but more to make stories together, refining and passing forward some of the most fundamentally human acts. And in doing that, I have made the world just a little bit better, for which I am glad.

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Almost the Last Gasp for Hanlon

Picking up from the previous session, pregame discussion for the penultimate scheduled session asked participants to reflect upon narrative endings–namely, what makes for good ones and why those are good. Part of the purpose of the discussion was to gesture towards the stated desire for overtly educational content in the game; part, too, was to develop materials for the final session. As previously, while there is hope for continuation in a future term, there is no guarantee of the same; sequel hooks are already in place if there is a return to Hanlon, but if there is not, then there will, at least, be some resolution to be found for the players and their characters.

Apt.
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Within the game, proper, players’ characters continued their attempt to withdraw from the dungeon they had been investigating for the last many sessions. It is the case that their decision to do so in the previous session came as a surprise to me, and it was not a universal that they wanted to do such a thing; there were a couple as wanted to press on, but the majority thought they should escape. I’ll confess to a little chicanery in keeping them in the dungeon for the remainder of the previous session, although I had evidently given myself enough narrative room previously to make it make sense in context. (The characters had, some time back, tripped a trap that had no visible effects at the time; the players accepted that the effects manipulated the layout of the dungeon to some extent. It was serendipitous; I wish I could take credit for foreseeing things in such a way. I suppose I have more to learn about running games, even all these years into doing so.)

I suppose there is a lesson to take from the experience in that having things happen without obvious effect now allows flexibility in storytelling later, something of a variation on Chekhov’s gun. I’ve done a few such things, as I think on it, whether a pressure plate triggering some strange ticking or a spell scroll making itself available to one or another of the players’ characters’ who might, if it is remembered, find some use in the party’s current situation. Railroading–that is, forcing players’ characters into a single path of action–is generally regarded as a bad thing in tabletop roleplaying games; players like to have agency over their characters’ lives, even if those characters are moving through a dungeon that generally admits of “forward” and “backward,” with the latter leading to no treasure or glory and most characters being actively interested in at least one of those things. If there is to be any of it, whether because of outside demands or because a person running a game has to scramble to address something entirely unexpected and has to stall for time to do just that, it works far better if there is something on which it can be predicated sensibly within the context of the game, itself.

How and whether I will make use of any such lessons, I cannot know. Whether or not I will run a game again is uncertain, honestly; I am not so young as I once was, and other things increasingly command my time and attention. Gone are the days when I can spend many hours of each day poring over the books and staring at the webpages I’ve needed for the games I’ve played. I do nurture some hope, though, that some of what I’ve been able to do at the table so far will translate to others taking up the work of running games, helping others to sit around their own tables, rolling dice and telling lies to the delight of those taking part.

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We Have More Hanlon Yet

Continuing from the previous session, pregame discussion was abbreviated. Coming off of tax day for a tax preparer leaves less latitude for game-planning than might be preferred, after all, but I am confident that the short resumption of previous weeks’ discussion of (neo-)medievalism and the vocabulary-building that seems always to accompany games I run with the kids speak to the explicitly educational objectives of the library’s program. I hope they do so, at least, and it’s what I mean to tell anyone who asks me about it.

There are several reasons it’s good we meet in a library.
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There are still a couple of sessions to go with the current group of players, which is a melancholy thing. There is still time with them, still time for them to complete another narrative arc and to find satisfaction in doing so and delight in the doings at the gaming table. There is still time for me to do some good and contribute to the raising up of a new generation of gamers. There is, if I am being honest, still opportunity for me to get paid for doing some additional work. But it is also likely that the group will complete the current arc, gamers being what they are generally and middle-schoolers being eminently distractible. It is also possible that the program will not resume; the decision to renew or continue is not mine to make, even if I do hope it will go on and that others can be brought into the fold, as it were. And it is possible that there will be some who come from the experience of playing at my table not with an “Eh, not for me,” which happens, but “Ew, fuck that,” which also happens but is far less happy a thing to have happen.

Still, I am trying to keep in mind my comments from a few weeks back. Things change. Things end. Worrying about either takes away from what is good now, and there is much good now. And even if it is the case that present demands require attention to what is not good now, and I acknowledge there’s a whole lot that is decidedly not good, focusing on what might happen takes away from dealing with what is happening. It’s been something with which I’ve long struggled; I tend to catastrophize, to jump immediately not to what is likely to go wrong, but instead to the worst possible scenario, and it pushes me away from a great amount of enjoyment. I’m better about it than I used to be, I’m reasonably sure, but I still have a ways to go…just as Hanlon does.

I suppose I ought to get to planning out the next session, then.

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Hanlon Hasn’t Hied Away

Following on from last week’s session of the tabletop roleplaying game I am running at the local library, I reminded the players that the current “term” ends on 30 April 2026–three weeks hence. I also revisited the question from last week of why so many roleplaying games continue to employ ambiguously (neo-)medievalist settings, such that doing so is the dominant model of the genre. That is, there are tabletop roleplaying games that get away from the (neo-)medievalist–Deadlands and Traveller come to mind as examples–but most have operated and continue to operate with the base assumption of a vaguely feudally stratified society (with interestingly poly- or henotheistic tendencies); why this would be so was the focus of the brief preliminary discussion at the table. Such concerns, speaking to genre-features and -histories, as well as to some philosophical considerations, allowed the stated need for overtly educational content to be addressed well enough, I think.

Pretty typical.
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As far as play goes, the players continue to fall into a common trap: overthinking. It’s a natural enough thing to do, of course; access to information within a game is limited by narration, so asking many questions to elicit additional information is a good and useful thing. But, like most things, it can be overdone, and easily. Take, for example, an exchange from a previous game, in which one player’s character repeatedly investigated a small altar because “there has to be a button.” Given the context, the character was unable to find such a button and was told as much in more or less those words; failing a check when one is present and succeeding at one when it is not will yield the same result. That there was not such a button present flatly did not occur to the player; only reluctantly did that player move on to the next thing, and even then, the player was certain there was something to find.

In this week’s session, there was another example of such. The party, still second-level characters, faced a gelatinous cube. One of the players sought to have another player’s character, bolstered by magic, pass through the cube to see if it could be bypassed rather than engaged, thinking to use a rope to pull other characters along. The thought process was that the available magic would allow moving through what is, in essence, a sliding open stomach without injury and without it pursuing the party–none of which was evidenced by the creature’s behavior, and all of which ran counter to actions taken up to that point, including by the player’s own character. Dungeon crawls do, admittedly, constrain action, such that they provoke thinking of ways to get around things, but there is often no way but through.

There is some amusement in watching such things happen, of course. Players do it to themselves with very little prompting; I know this well, having often been a player, myself, and not seldom having fallen into such traps both in games and in “real life.” It does make for ease in planning out games, too, as things will take longer than might well have been anticipated–and there is no telling what will prompt such zeal. And it can open other narrative avenues, to boot; what players take interest in is ripe for expansion and development into future games…if there are future games. In such situations as the present, with a seemingly clear end looming, it’s not quite so good, even if it is seemingly inevitable.

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Happy to Have More Hanlon Yet

With less than a month left of scheduled sessions at the local library, the middle-school-aged gaming group for whom I’ve been running a Dungeons & Dragons game got to talk about the ambiguously (neo-) medievalist setting of the game, both in its default iteration and in the specifics of the campaign I think may be winding down. (I hope to reprise later on, but since it is a library program and not my own, I cannot guarantee it.) There are a number of scholars and others who have commented on the topic at some length, and I’m not exactly a stranger to the discussion, myself (as witness this, among others). I’ll admit to some pleasure in speaking from a position of some knowledge on the subject, and I’ll note that I did have to rein myself in; having been an academic and still participating in some small ways in scholarly research, I am prone to running off at the mouth about things I’ve studied. But that should be nothing like a surprise to anybody who knows or reads me at this point.

This almost strikes the right tone, I think.
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As to play, itself: the players continued to progress through the dungeon in which they have been for several sessions, now. An NPC “handler” emphatically suggested that, following the events of last week’s session, the party take a long rest. So much done, and players’ characters restored to reasonable health, the party pressed ahead, moving from large halls into narrow corridors that presented traditional-to-the-genre threats partly determined by random chance. Intra-party conflict was present as it always is, but there was also humor (if perhaps more attempted than realized). Really, the kids are a pretty typical gaming group, and, for the most part (aside from cases of main-character syndrome in various intensities and the overwhelming desire of one player, in particular, to be “cool”), it’s been good to have them at the table. I’ve been glad to have the opportunity, and I think I will miss it when it’s done.

But it’s not done yet, not hardly, and I mean to get out of it all that I can while I can.

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The Poison Is Picked for #NaPoWriMo2026

Not too long ago, I wrote about my intentions for this year’s iteration of National Poetry Writing Month. As I have promised, so do I deliver; based on such results of polling as I received, I will be writing a series of limericks centering on the theme of regret. (Alas that none thought to sponsor my endeavors–although I would still dearly welcome patronage!) It should prove an interesting challenge; limericks typically run to the humorous and ribald (as I’ve commented elsewhere, such as here, here, and here), although I have had some experience attempting (with less success than I might have preferred, with an example beginning here) to apply them to other notions. I welcome the chance to stretch myself again, and I hope to find better success this time than last.

It came up on an image search…
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Some other comments about the endeavor need making. For one, I do still intend to press ahead with my regular projects. Hanlon will only go through the end of April, so far as I know, so it matters to me that I keep it going here, as well. The Robin Hobb rereading is not quite at the stopping-place I had thought was coming, so I will continue it until the end of the Fitz and the Fool Trilogy before taking a short break from it (unless I get caught out even more than I seem to be already and it does, in fact, take me through the end of April to get to that point). I’ve also got a couple of conference talks that will need addressing; I know, more or less, what I want to say in each, but I do need to prepare the more formal notes for them. Going off on tangents is…not helpful in presentations, although it does very well in discussions afterward. And there is the matter of my day-job to address, as well, especially in the next couple of weeks as things grow particularly intense in it; it will be taxing, indeed.

As before, I mean to have a poem post each calendar day. Also as before, I think I will make multiple posts on the days when I have “normal” content coming out. That is, I will still have my commentaries and rereadings and the like come out Mondays, Wednesdays, and Fridays; I will supplement those days with poetry posts, and I will have the poems post at a set time each day. Maybe in the morning will be good, so as to spur me on a little bit more vigorously…or possibly to give me something else to regret; I am already amply supplied with source material, but more about which to write is not a bad thing to have.

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Getting Hanlon Going Again

Since last week was a bit of a bust for gaming for me, I was glad to be back at the table yesterday, working after two weeks with the kids at the library to delve further into the dungeon that has been the focus of this narrative arc. Out of deference to the need for overtly educational content, I spoke briefly to the players of the narrative concepts of protagonists, deuteragonists, and antagonists, as well as how the ensemble narrative of which such tabletop roleplaying games as Dungeons and Dragons are examples functions.

Not just this, but this.
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I noted to the players, too, that only six sessions remain allocated to the program by the library. It’s not the first time a game in which I’ve participated has had a definite end-date in view; most of the gaming I’ve done in recent (and less recent!) years has been done in time-limited play-by-post forum games, so I’m accustomed to having something of a ticking clock counting down. My players, for most of whom this is only the first campaign they’ve participated in, have not, although I know they have experience with deadlines. (My daughter is among the players. She has homework with due dates. She is not always fond of this.) The sense of a looming end to something they (seem to) enjoy has something of a focusing effect, at least in the moment (preteens aren’t noted for their permanence of thought, and they really should not be so), and I had the impression that things moved along at a better clip than in most previous play-sessions.

The imminent end brings to mind, at least for me, the concept of memento mori (“remember that you will die”) as well as the related carpe diem (“seize the day”) and YOLO (do I need to explain this one?)–overall the notion that time is limited and enjoyment must be wrung from each available moment. Within a game, the concepts resonate oddly; in Dungeons and Dragons, and in many other tabletop roleplaying games, death is an inconvenience more than anything else. Characters die, yes, but there are several means of resuscitation and resurrection in many games, and even in games that do not admit quite so easily of returning from the dead, it is not so difficult to produce another character and introduce that figure into an ongoing game. I have the nagging thought that consideration of such in a more formal philosophical sense would be an interesting exercise, and I wonder if someone has or several someones have written such exercises; present circumstances prevent my immediate detailed exploration of such things. (My day job is as it is, and it is getting to be busy.)

No world presented by a tabletop roleplaying game, even one that purports to exist more or less in the “real” world (the scare quotes are necessary; philosophy and the word “real” have an uneasy relationship), is the “real” world inhabited by the players. (Layers of simulacra may be in place, but the principle still holds, I think.) The assumptions that inhere in dealing with the “real” world do not apply to the world presented by the game; even when the rule is that “it works like the real world until it doesn’t,” as is often the case, the “it doesn’t” emerges remarkably quickly into gaming. The first magic missile thrown, the first undead rebuked, the first goblin guarding a chest, and–poof! The gaming world is other than the gamers’ world, and what is true in the latter is not necessarily true in the former. How thought and logic and all the other constructions thousands of years and hundreds of schools of philosophy have developed would apply in such circumstances…I am not trained well enough to venture to say, except to note that they would have to change to apply at all, were philosophers interested in treating such things.

I do not speak for them; I cannot affirm or deny that they are or are not. But it might be interesting to see what has been done or what could be done, and in another life, I might have been such a person as would do it.

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A Brief Note, Offered Humbly

I‘d wanted to be able to post something else today, but what would have needed to happen for me to be able to do so didn’t. So much said, I did still want to put something out into the world today, if only so that I can offer the folks who have been keeping up with reading what I write something they can look at until what I expect will be regular updates resume–for a time. #NaPoWriMo2026 still looms, and my little poll is still open, so there’s still time for you to nudge me one way or another. I hope you’ll do it.

I am not in this picture.
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In the small Texas Hill Country town where I live, it is currently Spring Break (although not for much longer; classes resume Monday). I’ve not been able to get out a whole lot, as might be expected, but I have the impression that a lot of people are away from town, taking their kids camping or to a beach or some such thing. Given my day-job, I cannot do such things anymore; it is tax season, and I prepare taxes, so this is when I have to be working hardest. I’ve been trying to do that, keeping up with incoming returns as best as I can. Sometimes, I’m able to offer good news to clients, whether that means they’re getting money back or having to pay in less than they had thought they would have to. Sometimes, I have to do the opposite, and it’s never an easy conversation for me to have.

I am entirely sympathetic to those who have paid in throughout the year and who end up owing more tax at the end of it than they had expected. It’s vexatious to go along, doing what you’ve been told you’re supposed to do, only to find that it’s not enough; so much is true of many things other than taxes, as well. And I’ve been in the position before, finding that I’ve owed more money than I’d anticipated and not necessarily having it ready to shell out when it needed to be paid. (Indeed, I’m looking at a quarterly tax payment before too long, freelancing having been going pretty decently so far this year, and while I know that it’s in my interest to make the payment, I don’t relish the thought of doing so.) Things work out in such ways, math and application of rules resulting in inconvenience and hardship, and even when it’s not my fault that things happen the way they do, it’s not easy to tell someone that, yes, they will have to kick in more.

That doesn’t begin to touch on the people who tell themselves taxation is theft–and the irony of many of the people I have heard say such things working in public-sector jobs after attending public colleges and universities does not escape me. (I am explicitly and specifically not commenting on the in/correctness of the position, it being one of the things for which I have an eleven-foot pole, only pointing out that 1) dealing with such folks in my tax-prep office is not necessarily pleasant and 2) there is not seldom tension between stated position and observed behavior.) It’s an unfortunate reality of the occupation; although still professionalized, it’s a customer-service job as much as it is anything else, and so there are always ruffled feathers to be found.

In any event, there is always more to do. The next few weeks will be busy ones, but that’s honestly true of most times and places. And there is at least this: I am never bored.

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Delving Deeper into Hanlon

For whatever reason, I have been feeling somewhat historically minded recently (insofar as I’m able to do that; I’ll admit to limitations on my perspective). As such, for the overtly educational portion of this week’s session, I gave a brief gloss of the origins of the tabletop roleplaying game, as attested by Lawrence Schick, Gary Alan Fine, and Daniel Mackay. I know there are other, more recent sources; I have not had the opportunity to review them yet, or even to get hold of copies thereof, although I do have some concerns about some of which I am aware. Publishers have interests in how their products present them, after all, as I’ve discussed. Still, for a few minutes talking to a few middle-school-age children, what I had handy was enough; I can always tack more onto my scholarly somedays at need.

This isn’t quite the setup I work with, no.
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In terms of gameplay, the party continued on from where it had been at the end of the previous session: not far into the dungeon through which the players’ characters are crawling. Player absences told upon the group as they encountered one of the most formidable opponents D&D presents: a locked door. Try as they might, they could not break down the door that confronted them, and after pretty much every player had failed both of the rolls made available to them to have their characters receive the necessary information to proceed, an allied NPC, once asked for aid, opened the door for them to move forward.

I know that it’s not ideal to have the party be rescued in such a way. Normally, I would not have gone with it. But, again, three of the seven regular players were absent, one of whose characters has skills particularly suited to the task of unbolting the door; it was an unusual situation, and all of the players had made several attempts through different skills and approaches. They gave it the traditional college try, so I threw them a line. Of course, doing so also fed into some of their (incorrect) ideas about the allied NPC…and I’ll admit that I didn’t do a lot to discourage that thinking. It will make the revelation of the truth much more entertaining when, at long last, it happens.

But they’ve got to get through the dungeon before that can happen for them.

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Hoping for More Hanlon

Continuing on from last week, at the end of which session the party had reached the doorway to the dungeon through which I meant to have them crawl, the middle-schoolers’ characters proceeded inward. Following the pre-written materials I have been using (with some small emendations to get around some of the metagaming I’d noticed brewing), the party soon found themselves confronting unfamiliar situations, the players trying to figure out how to get their characters to do what needed doing to move ahead in confidence. They were not as successful in that as might have been, rather comically getting in each other’s way out of concern about what lay ahead and a desire to “do something cool.” But it was progress, nonetheless.

Not far off, honestly…
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One of the things that dungeon-crawls traditionally do is present players and their character with puzzles to solve. This is true in video games, as the various Legend of Zelda games attest. It’s true in Dungeons & Dragons, as well, with many of the titular dungeons being maze-like in their presentation even before traps that must be avoided and doors that require cunning and insight to open are put on offer. Puzzle- and problem-solving such as working against such devices require are themselves often articulated as major educational goals; the TEKS standards for grade 6 make much of such things, for example. Dungeon-crawling, then, is inherently an educational exercise, so I didn’t have to do much to bring in the overtly educational this time…but one thing that I have done, both this session and previously, is start to use more complex and richer vocabulary, sending the players to the dictionary for information about what the words mean. (The game meets in a library. Using its resources suggests itself as another valid educational end.) Between the two, I think I have the explicitly educational covered decently enough.

Honestly, so much echoes my own experience. I might have noted here before, and I have certainly noted elsewhere before, that a good part of what drew me into my formal study was the media to which I had been exposed and in which I was conversant as I moved from high school to college and from undergraduate to graduate study. I took Old English early in my master’s program because I was frustrated at the end of my undergraduate work by being almost able to read and make sense of it, for example, and I had that sense of familiarity in part because I had been the particular type of nerd that I was then. (I’m not quite the same taste, now, but whiskey has a richer flavor twenty-five years after being put into the barrel, so that’s to be expected.) I learned words because I saw them used and did not know what they meant, so I looked them up. (Having the spellings helped; a dictionary’s not as handy when the spelling’s uncertain, something that was long a point of vexation for me with my parents.) I don’t think that any of the kids at my table will be English majors or go out for the professoriate, but I do think they benefit not only from the exposure to new vocabulary, but also from doing the work of finding what it means for themselves.

It’s something that will serve them long after we have parted ways.

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